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#2151
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Target ![]() Group: Members Posts: 21 Joined: 27-August 11 Member No.: 36,777 ![]() |
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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#2152
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Moving Target ![]() ![]() Group: Members Posts: 770 Joined: 19-August 11 From: Middle-Eastern Europe Member No.: 36,268 ![]() |
The bug regarding cyberlimb armor being stackable is known, I hope?
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#2153
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Target ![]() Group: Members Posts: 21 Joined: 27-August 11 Member No.: 36,777 ![]() |
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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#2154
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
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#2155
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Target ![]() Group: Members Posts: 2 Joined: 4-April 06 From: Austria Member No.: 8,430 ![]() |
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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#2156
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
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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#2157
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Target ![]() Group: Members Posts: 2 Joined: 4-April 06 From: Austria Member No.: 8,430 ![]() |
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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#2158
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Target ![]() Group: Members Posts: 29 Joined: 17-May 02 Member No.: 2,750 ![]() |
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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#2159
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
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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#2160
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 ![]() |
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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#2161
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 ![]() |
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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#2162
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
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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#2163
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Target ![]() Group: Members Posts: 95 Joined: 10-September 11 From: Lyon, FRANCE Member No.: 37,728 ![]() |
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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#2164
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Target ![]() Group: Members Posts: 21 Joined: 27-August 11 Member No.: 36,777 ![]() |
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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#2165
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
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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#2166
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Build 203
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
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#2167
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,328 Joined: 2-April 07 From: The Center of the Universe Member No.: 11,360 ![]() |
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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#2168
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Target ![]() Group: Members Posts: 21 Joined: 27-August 11 Member No.: 36,777 ![]() |
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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#2169
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
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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#2170
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 ![]() |
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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#2171
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Target ![]() Group: Members Posts: 7 Joined: 19-September 11 Member No.: 38,331 ![]() |
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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#2172
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Moving Target ![]() ![]() Group: Members Posts: 210 Joined: 4-August 11 From: Vicinity Houston Member No.: 34,911 ![]() |
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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#2173
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
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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#2174
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
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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#2175
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
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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Lo-Fi Version | Time is now: 23rd June 2025 - 02:28 PM |
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