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esprism
post Sep 22 2011, 03:27 PM
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After closing information window that occur when maxing a second attribute to metatype maximum without up button release (if we keep button pressed to up attribute).

System.NullReferenceException: La référence d'objet n'est pas définie à une instance d'un objet.
à System.Windows.Forms.UpDownBase.UpDownButtons.TimerHandler(Object source, EventArgs args)
à System.Windows.Forms.Timer.OnTick(EventArgs e)
à System.Windows.Forms.Timer.TimerNativeWindow.WndProc(Message& m)
à System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
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Seriously Mike
post Sep 22 2011, 03:30 PM
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The bug regarding cyberlimb armor being stackable is known, I hope?
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esprism
post Sep 22 2011, 03:41 PM
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Cyberlimb armor stacks.

About Cyberlimbs, is it a hard thing to cap customized agility, strength and body to metatype maximum (or modified metatype maximum) ?
And Enhanced agility, Strength and body to 3 without cybertorso (and to augmented maximum with it) ?
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Nebular
post Sep 22 2011, 04:12 PM
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QUOTE (esprism @ Sep 22 2011, 10:41 AM) *
Cyberlimb armor stacks.

Here's the description for clarification (and this is how Chummer currently works):
QUOTE (SR4A page 344)
Armor enhancements installed on cyberlimbs are both Ballistic and Impact, and it is cumulative with all forms of worn armor.
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Aethernitas
post Sep 22 2011, 04:39 PM
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Has someone already mentioned the issue of the metatype karma costs? Unless I do something wrong it appears that those are not accounted for. I looked it up in the xml-file and there are no karma costs listed anyway.
Also when you choose shapeshifter AND an alternate metahuman race to change in then the costs are accounted for correctly but the Qualities of the race u switched to won`t appear.

Is there an easy way to fill those data in myself and what would be the right way to do it?
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Nebular
post Sep 22 2011, 04:48 PM
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QUOTE (Aethernitas @ Sep 22 2011, 11:39 AM) *
Has someone already mentioned the issue of the metatype karma costs? Unless I do something wrong it appears that those are not accounted for. I looked it up in the xml-file and there are no karma costs listed anyway.
Also when you choose shapeshifter AND an alternate metahuman race to change in then the costs are accounted for correctly but the Qualities of the race u switched to won`t appear.

Is there an easy way to fill those data in myself and what would be the right way to do it?

Karma costs are not presented anywhere in the data; they are derrived from the BP values as described in the books and multipliers found in the Options window (such as Qualities costing 2 x BP, or whatever multiplier you set in the Options). By default, Metatypes do not cost Karma. Chummer does support the Optional Rule for Metatypes costing Karma though. You can change this by going to Tools > Options, select the Optional Rules tab, then select "Metatypes cost Karma equal to their BP". After you click OK, you'll need to re-load your character so that it picks up the change. There are also plans to add support for having a multiplier for this (so that you can say Metatypes cost BP x 2 Karma instead), though I'm not sure when that will be added just yet - other little things keep coming up that end up with a higher priority. (IMG:style_emoticons/default/smile.gif)
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Aethernitas
post Sep 22 2011, 05:01 PM
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Thanks Nebular - that was fast =)

Well I could have looked that up myself but I felt totally certain that race karma costs equal BP costs x2
my bad :>

I only recently dicovered chummer for my self and I tip my hat to you - easily the best chargen SR ever had. Keep up the great work!
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Leoric
post Sep 22 2011, 06:50 PM
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QUOTE (Nebular @ Sep 22 2011, 02:53 PM) *
And so 6 it shall be! (in the next update) (IMG:style_emoticons/default/biggrin.gif)


Are you going to add this as a customisable house rule, where we can choose how many limbs have to be counted?
IMO, it would be the best compromise, since some players counts 5 parts, other counts 6, and there is no "official" word on it. So if you want to make every body happy, it is the best thing to do.
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Nebular
post Sep 22 2011, 06:54 PM
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QUOTE (Leoric @ Sep 22 2011, 01:50 PM) *
Are you going to add this as a customisable house rule, where we can choose how many limbs have to be counted?
IMO, it would be the best compromise, since some players counts 5 parts, other counts 6, and there is no "official" word on it. So if you want to make every body happy, it is the best thing to do.

Yeah, that's probably the better solution. The problem, however, is what is the 6th limb? Is it the torso or skull, because items need to be marked as consuming a limb slot so I'd need to know which item to ignore. (IMG:style_emoticons/default/nyahnyah.gif) (or does it become 3 options: 6 limbs, 5 limbs (2 arms, 2 legs, torso), 5 limbs (2 arms, 2 legs, skull)?)
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ShadowWalker
post Sep 22 2011, 07:12 PM
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QUOTE (Nebular @ Sep 22 2011, 11:48 AM) *
Karma costs are not presented anywhere in the data; they are derrived from the BP values as described in the books and multipliers found in the Options window (such as Qualities costing 2 x BP, or whatever multiplier you set in the Options). By default, Metatypes do not cost Karma. Chummer does support the Optional Rule for Metatypes costing Karma though. You can change this by going to Tools > Options, select the Optional Rules tab, then select "Metatypes cost Karma equal to their BP". After you click OK, you'll need to re-load your character so that it picks up the change. There are also plans to add support for having a multiplier for this (so that you can say Metatypes cost BP x 2 Karma instead), though I'm not sure when that will be added just yet - other little things keep coming up that end up with a higher priority. (IMG:style_emoticons/default/smile.gif)


Might I suggest putting in a multiplier for metatypes and have the default set to 0. This would be consistent with all the other multipliers and would allow those that want to change it.
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ShadowWalker
post Sep 22 2011, 07:15 PM
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QUOTE (Nebular @ Sep 22 2011, 01:54 PM) *
Yeah, that's probably the better solution. The problem, however, is what is the 6th limb? Is it the torso or skull, because items need to be marked as consuming a limb slot so I'd need to know which item to ignore. (IMG:style_emoticons/default/nyahnyah.gif) (or does it become 3 options: 6 limbs, 5 limbs (2 arms, 2 legs, torso), 5 limbs (2 arms, 2 legs, skull)?)

make checkboxes for them all

x arms x legs x torso x skull

this way the ones checked get counted, 2 for arms, 2 for legs, 1 for torso 1 for skull. Have the default be all of them being checked.
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Nebular
post Sep 22 2011, 07:29 PM
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QUOTE (ShadowWalker @ Sep 22 2011, 02:12 PM) *
Might I suggest putting in a multiplier for metatypes and have the default set to 0. This would be consistent with all the other multipliers and would allow those that want to change it.

That would be consistent with the items on the Karma Costs tab, but not on the Optional Rules tab where it is since it is actually an optional rule (and doesn't apply to Career Mode since you cannot change your Metatype afterwards). All Optional Rules must be checked to enable them, so I think it will just be shown as [checkbox] Metatypes cost Karma equal to their BP [multiplier field defaulted to 1].
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ChatNoir
post Sep 22 2011, 08:28 PM
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QUOTE (ShadowWalker @ Sep 22 2011, 09:15 PM) *
make checkboxes for them all

x arms x legs x torso x skull

this way the ones checked get counted, 2 for arms, 2 for legs, 1 for torso 1 for skull. Have the default be all of them being checked.

Well, checkboxes or a cases where you can choose the number of parts to be counted as limbs, between 4 and 6. (yeah, not counting the actual limbs as ... "limbs" seems pretty awkward (IMG:style_emoticons/default/biggrin.gif) )
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esprism
post Sep 22 2011, 08:37 PM
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Good idea limb multiplier (IMG:style_emoticons/default/smile.gif)
It works with Nartaki or similar variants. (for those who want complication ^^ : 2 legs, 6 arms ...)
(but keep global 6 by default for Nartaki)

Weapon mount : is it possible to add (Normal, External, Fixed, Manual & Remote) or (Normal, External, Fixed, Armored & Remote) and so on ?
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Nebular
post Sep 22 2011, 08:48 PM
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QUOTE (esprism @ Sep 22 2011, 03:37 PM) *
Good idea limb multiplier (IMG:style_emoticons/default/smile.gif)
It works with Nartaki or similar variants. (for those who want complication ^^ : 2 legs, 6 arms ...)
(but keep global 6 by default for Nartaki)

Weapon mount : is it possible to add (Normal, External, Fixed, Manual & Remote) or (Normal, External, Fixed, Armored & Remote) and so on ?

Are they listed in a sourcebook somewhere, 'cause I don't see any mention of them. You could just add them by creating a custom vehicles data file.
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Nebular
post Sep 22 2011, 09:05 PM
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Build 203
  • added support for multipliers to the Metatypes cost Karma equal to their BP Optional Rule (default 1)
  • added Limbs for Standard Characters option to pick which limbs count towards the limb count total
  • average Attributes are now calculated across the chosen number of Cyberlimbs
  • tagged all Skull Cyberlimbs as occupying the head limb slot
  • fixed an issue that caused the Select Armor Mod window to allow Military Grade Armor Mods to be added to standard Armor
  • added Swim speeds to Metahumans (see below)
  • broke Movement out into separate fields for Movement, Swim, and Fly
Movement Changes
New Metahuman characters will automatically pick up their Swim speed information. If you want to apply this to saved characters, you must manually edit the save file. Open your save file in any text editor such as Notepad. Look for the tag called <movement> (it will be very close to the top). Using a Human as an example, it should read <movement>10/25</movement>. Change this to read <movement>10/25, Swim 5</movement> (you can find your Metatype's correct Swim speed below). Make sure to include the comma and spaces as shown. Save the file and you're set.
Dwarf: 4
Elf: 6
Human/Ork: 5
Troll: 7

New Strings
  • Label_OtherSwim
  • Label_OtherFly
  • Tip_OtherSwim
  • Tip_OtherFly
  • Label_Options_CyberlimbCount
  • String_LimbCount6
  • String_LimbCount5Torso
  • String_LimbCount5Skull
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Warlordtheft
post Sep 22 2011, 09:13 PM
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I just started playing with this to see how it compares to DK's worksheet (an excel file vs a something that looks a bit more polished). One question, where are the files located (beyond the first link on page 1).

Just a suggestion Nebular, put the link to the most current version in your sig. (IMG:style_emoticons/default/smile.gif)
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esprism
post Sep 22 2011, 09:16 PM
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QUOTE (Nebular @ Sep 22 2011, 10:48 PM) *
Are they listed in a sourcebook somewhere, 'cause I don't see any mention of them. You could just add them by creating a custom vehicles data file.

It's from description :
QUOTE (Arsenal p.150)
If for some reason a character wants to have a weapon mount that can both be manned and fired remotely, he can combine both options, adding them together.
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Nebular
post Sep 22 2011, 09:21 PM
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QUOTE (Warlordtheft @ Sep 22 2011, 04:13 PM) *
I just started playing with this to see how it compares to DK's worksheet (an excel file vs a something that looks a bit more polished). One question, where are the files located (beyond the first link on page 1).

Just a suggestion Nebular, put the link to the most current version in your sig. (IMG:style_emoticons/default/smile.gif)

Completely forgot about it. Done! (if you're looking for the individual data files, they're in the \Chummer\data directory)
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ShadowWalker
post Sep 22 2011, 10:08 PM
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QUOTE (Nebular @ Sep 22 2011, 02:29 PM) *
That would be consistent with the items on the Karma Costs tab, but not on the Optional Rules tab where it is since it is actually an optional rule (and doesn't apply to Career Mode since you cannot change your Metatype afterwards). All Optional Rules must be checked to enable them, so I think it will just be shown as [checkbox] Metatypes cost Karma equal to their BP [multiplier field defaulted to 1].


Here is the thing about the karma cost tab, changing it is optional. That's why I figured putting the metatype cost at zero would be completely consistent as that is the cost written in the book. Since any of those listed can be changed it just seems that really the entire tab is also an optional rules tab in a sense.
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Elfy
post Sep 22 2011, 10:32 PM
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Great to see such a quick update!

Sadly, neither the 'Cyberfins' cyberware nor the 'Functional Tail - Paddle Tail' quality are multiplying the swim rate as they should be though =(
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Kirk
post Sep 22 2011, 10:51 PM
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Just realized today that the M22a3 is missing its grenade launcher. Not critical as I just "write in" the one from the AK98 (identical except for availability) but still a nuisance.
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Nebular
post Sep 22 2011, 11:22 PM
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Vehicles data file has been updated to include the combined turret types that esprism mentioned (and was nice enough to provide all of the XML for (IMG:style_emoticons/default/biggrin.gif) )
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Nebular
post Sep 22 2011, 11:25 PM
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QUOTE (ShadowWalker @ Sep 22 2011, 05:08 PM) *
Here is the thing about the karma cost tab, changing it is optional. That's why I figured putting the metatype cost at zero would be completely consistent as that is the cost written in the book. Since any of those listed can be changed it just seems that really the entire tab is also an optional rules tab in a sense.

The intention of the tab though it to be for the Karma cost of things in Career Mode (as in improving your character). Since it's an optional rule (and was already on the Optional Rules tab from when it was first implemented), that's where I left it. (IMG:style_emoticons/default/smile.gif)
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Nebular
post Sep 22 2011, 11:27 PM
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QUOTE (Elfy @ Sep 22 2011, 05:32 PM) *
Great to see such a quick update!

Sadly, neither the 'Cyberfins' cyberware nor the 'Functional Tail - Paddle Tail' quality are multiplying the swim rate as they should be though =(

Yeah, I completely forgot about things that can modify Swim speed and is something I'll have to put in. Swim speed really didn't exist before the most recent update; it was just a string that it saw in a character's Movement info and slapped it on the screen.
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