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#176
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Yay! Overhauled machine is back up and running! (IMG:style_emoticons/default/biggrin.gif)
Build 332
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#177
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Old Man Jones ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 4,415 Joined: 26-February 02 From: New York Member No.: 1,699 ![]() |
Yay!
One error that pops up - if I add a modular plug in, like a grapple hand, it throws an error if I try to display the character sheet. -k |
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#178
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Target ![]() Group: Members Posts: 43 Joined: 15-June 11 Member No.: 31,494 ![]() |
Perhaps characters uploaded to Omae could be gzip'd (or other such compression). Several of my characters are over the 250k limit, but XML compresses very well (by about a factor of 10). This would also reduce bandwidth and storage requirements for Omae.
And the new custom sources could likely benefit as well... Edit: .chum seems to compress about 93% on average (with gzip). |
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#179
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Moving Target ![]() ![]() Group: Members Posts: 250 Joined: 16-January 09 From: Nowhere near you... unless you happen to be near Cologne. Member No.: 16,776 ![]() |
Smart Firing Platform is under the Weapon Accessories. It is only available to Weapons that have can mount Accessories in the Under slot though, so it won't appear for all guns. *Facepalm* Okay, you are absolutely right, of course. Somehow I allways imagined a smart firing platform as a kind of 'weapon mount without a vehicle around it'. But under RAW it really looks like you can't use a taser with the platform... -CJ |
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#180
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Target ![]() Group: Members Posts: 17 Joined: 20-June 11 From: Seattle, WA Member No.: 31,801 ![]() |
Looks like I'm the go-to person in our group for posting known Chummer issues.
1) Why does Ammo: Arrow (SR4A 315) now have a scalable rating when none of the other ammunition (including other arrows) do? It is confusing the troll and mucking with the pricing of said items as well. 2) Reflex recorders (Bioware; SR4A 347) appear to have stopped working (ratings adding to skills and groups) as of a few updates ago. Thank you ever so much for making Shadowrun a more user friendly game and continuing to update and revise your wonderful, wonderful program. (IMG:style_emoticons/default/smile.gif) |
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#181
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Yay! One error that pops up - if I add a modular plug in, like a grapple hand, it throws an error if I try to display the character sheet. Boo! It works if you save the file and re-load it, but I've discovered that it's because the Cyberware Weapon created by the Grapple Hand is then magically missing. (IMG:style_emoticons/default/nyahnyah.gif) I'll have this corrected in the next update (you will need to re-add the Grapple Hand if its Weapon doesn't re-appear on the Vehicle after the next update - if you save the file after the Weapon goes missing, it's lost until it's re-added). |
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#182
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Perhaps characters uploaded to Omae could be gzip'd (or other such compression). Several of my characters are over the 250k limit, but XML compresses very well (by about a factor of 10). This would also reduce bandwidth and storage requirements for Omae. And the new custom sources could likely benefit as well... Edit: .chum seems to compress about 93% on average (with gzip). They actually are compressed by Chummer before they're uploaded to make file transfers much faster. Most of the files are compressed down to 15K before they're transferred. Chummer compresses the file then checks the compressed file's size to make sure it's within the 250K limit. If the file contains an image, however, they don't compress well as they're already stored in a compressed format (Base64-encoded image), so they're what's causing files to break the upload limit. Part of the limitation was imposed by the web service since it was originally designed to only work with single characters. Now that I have whole NPC packs, that cap had to be raised. I'll set to to allow for character to be up to 500 KB compressed. Any more than that and you need to pick a smaller character image. (IMG:style_emoticons/default/smile.gif) |
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#183
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Looks like I'm the go-to person in our group for posting known Chummer issues. 1) Why does Ammo: Arrow (SR4A 315) now have a scalable rating when none of the other ammunition (including other arrows) do? It is confusing the troll and mucking with the pricing of said items as well. 2) Reflex recorders (Bioware; SR4A 347) appear to have stopped working (ratings adding to skills and groups) as of a few updates ago. Thank you ever so much for making Shadowrun a more user friendly game and continuing to update and revise your wonderful, wonderful program. (IMG:style_emoticons/default/smile.gif) This is where the inconsistency between printings of the physical and PDF copies are a real pain in the butt. The PDF version I have says they don't have Ratings. The physical copy I have says they do. I've uploaded an override file to Omae that removes Ratings from Arrows if you'd rather use that format. Reflex Recorders seem to be working properly. If you have 0 in an Active Skill that you cannot defualt on (such as Animal Handling) and take a Reflex Recorder for Animal Handling, its total stays at 0 because the Reflex Recorder is a Rating modifier (Rating modifiers cannot exceed 1/2 of the Skill's standard Rating, so 1/2 of 0 is 0). If you put Animal Handling to 2, the modifier from the Reflex Recorder kicks in. |
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#184
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Moving Target ![]() ![]() Group: Members Posts: 732 Joined: 5-April 08 From: Ottawa, Canada Member No.: 15,847 ![]() |
In Shadowrun 4A, arrows have a rating of 1 to 8. When using an arrow, the damage is either the lower of the bow or arrow's rating. Arrowheads can be added to it. I know this, helping my sister make her bow-pixie. The one error I saw in Chummer concerning this is that when you expend an arrow, you don't end up expending an arrowhead attached to it, too. You have to expend that manually.
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#185
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
In Shadowrun 4A, arrows have a rating of 1 to 8. When using an arrow, the damage is either the lower of the bow or arrow's rating. Arrowheads can be added to it. I know this, helping my sister make her bow-pixie. The one error I saw in Chummer concerning this is that when you expend an arrow, you don't end up expending an arrowhead attached to it, too. You have to expend that manually. *sigh* You're right, I remember this pain in the butt now. The PDF version of the book is wrong but I'm pretty sure my physical copy says they do have Ratings. I've put this back. (IMG:style_emoticons/default/nyahnyah.gif) You shouldn't have to expend an Arrowhead. When you buy a stack of Arrows (say 10) and attach an Arrowhead to them, the cost of that head is multiplied by the number of Arrows in the stack (effectively buying 10 of the same Arrowhead), so if it's being attached to an Arrow, you shouldn't set a quantity. With a quantity assigned to the Arrowheads, it would be saying that each arrow had multiple Arrowheads instead (it also means that if you select a Qty of 10 when buying them, the cost would be 10 x Arrowhead's Cost x 10 from the Arrows in the stack and pay 10 times more than you should). |
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#186
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Moving Target ![]() ![]() Group: Members Posts: 732 Joined: 5-April 08 From: Ottawa, Canada Member No.: 15,847 ![]() |
*sigh* You're right, I remember this pain in the butt now. The PDF version of the book is wrong but I'm pretty sure my physical copy says they do have Ratings. I've put this back. (IMG:style_emoticons/default/nyahnyah.gif) You shouldn't have to expend an Arrowhead. When you buy a stack of Arrows (say 10) and attach an Arrowhead to them, the cost of that head is multiplied by the number of Arrows in the stack (effectively buying 10 of the same Arrowhead), so if it's being attached to an Arrow, you shouldn't set a quantity. With a quantity assigned to the Arrowheads, it would be saying that each arrow had multiple Arrowheads instead (it also means that if you select a Qty of 10 when buying them, the cost would be 10 x Arrowhead's Cost x 10 from the Arrows in the stack and pay 10 times more than you should). I got the information from the PDF. QUOTE Bows have minimum Strength ratings that indicate the minimum Strength a character must have to use that weapon. When attacking with a bow, a character whose Strength is less than the Strength minimum suffers a –2 dice pool modifier per point below the minimum; this penalty reflects the difficulty they have in pulling the bow and nocking an arrow. The weapon’s minimum Strength rating is also used to determine the weapon’s range and damage. Material science limits high-tech bows to a maximum Strength rating of 8. Calculate base damage using the lower value of the bow rating or the arrow rating. I'll keep the thing on quantity in mind, thanks. |
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#187
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Target ![]() Group: Members Posts: 43 Joined: 15-June 11 Member No.: 31,494 ![]() |
They actually are compressed by Chummer before they're uploaded to make file transfers much faster. Most of the files are compressed down to 15K before they're transferred. Chummer compresses the file then checks the compressed file's size to make sure it's within the 250K limit. If the file contains an image, however, they don't compress well as they're already stored in a compressed format (Base64-encoded image), so they're what's causing files to break the upload limit. Part of the limitation was imposed by the web service since it was originally designed to only work with single characters. Now that I have whole NPC packs, that cap had to be raised. I'll set to to allow for character to be up to 500 KB compressed. Any more than that and you need to pick a smaller character image. (IMG:style_emoticons/default/smile.gif) Oh, awesome. |
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#188
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 ![]() |
Could you post the "To Do" List? Like to be reminded of what's on it. (IMG:style_emoticons/default/smile.gif)
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#189
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Could you post the "To Do" List? Like to be reminded of what's on it. (IMG:style_emoticons/default/smile.gif) It's pretty short:
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#190
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Moving Target ![]() ![]() Group: Members Posts: 428 Joined: 23-September 11 From: Vegas Member No.: 38,733 ![]() |
I have to ask, if that's the extent of the list then is there support now for changing the BP/Karma costs of stuff then? Ie, if I want complex forms for a technomancer to cost a flat 2 karma per level (making raising from 1 to 6 cost 12 karma, instead of ratingx2 per level that I think it is now?) can I do so? Or is that a part of the much larger rewrite/megasuper todolist?
Also, I think I asked this previously, but the answer another user gave didn't quite accomplish what I wanted to do. For the sake of argument since I can't remember the numbers off the top of my head, let's say that orcs get +3 to str when created. This gives them a starting/base strength of 4 (rating 1 + 3). If I increase his strength, I pay to increase it from 4 to 5. However, what I would like to do is pay to increase it from 1 to 2, essentially ignoring the +3 for the purposes of paying for more points of strength. Is this possible? A workaround that I just thought up that might work would be to create a 0 cost piece of bio/cyberware that gives a +3 to strength, name it orkstat, then override the orc numbers so that they keep their maximums properly while starting them at 1 strength. It seems a little convoluted, so I was hoping there was an easier way to do so. |
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#191
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 ![]() |
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#192
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
I have to ask, if that's the extent of the list then is there support now for changing the BP/Karma costs of stuff then? Ie, if I want complex forms for a technomancer to cost a flat 2 karma per level (making raising from 1 to 6 cost 12 karma, instead of ratingx2 per level that I think it is now?) can I do so? Or is that a part of the much larger rewrite/megasuper todolist? Also, I think I asked this previously, but the answer another user gave didn't quite accomplish what I wanted to do. For the sake of argument since I can't remember the numbers off the top of my head, let's say that orcs get +3 to str when created. This gives them a starting/base strength of 4 (rating 1 + 3). If I increase his strength, I pay to increase it from 4 to 5. However, what I would like to do is pay to increase it from 1 to 2, essentially ignoring the +3 for the purposes of paying for more points of strength. Is this possible? A workaround that I just thought up that might work would be to create a 0 cost piece of bio/cyberware that gives a +3 to strength, name it orkstat, then override the orc numbers so that they keep their maximums properly while starting them at 1 strength. It seems a little convoluted, so I was hoping there was an easier way to do so. I can add a house rule of the Metatype Attribute one. You can only change the variables (multipliers) for Karma costs, not the actual formula itself. I'd need to know which ones you'd want to change and how before I can really determine if it's possible and how much work it would involve. |
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#193
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
I would have thought it was a lot longer. Nope. There was that and one other I added that was on the list before my machine crapped out on the weekend. Too bad the SQL database was on the same drive as my Windows partition so that was lost, but I had a copy of the outstanding bug list in a text file at the time. The one I had on there was to fix a few things that were addressed in the last update and the next one, so that left just the one. All of the other 1,100+ entries I've collected over the year have been resolved, duplicates, non-issues, solved through other means, and things that ultimately got scrapped. (IMG:style_emoticons/default/smile.gif) |
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#194
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 ![]() |
Nope. There was that and one other I added that was on the list before my machine crapped out on the weekend. Too bad the SQL database was on the same drive as my Windows partition so that was lost, but I had a copy of the outstanding bug list in a text file at the time. The one I had on there was to fix a few things that were addressed in the last update and the next one, so that left just the one. All of the other 1,100+ entries I've collected over the year have been resolved, duplicates, non-issues, solved through other means, and things that ultimately got scrapped. (IMG:style_emoticons/default/smile.gif) So we need to create a list of things. (IMG:style_emoticons/default/smile.gif) mwahahaha!!! |
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#195
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Target ![]() Group: Members Posts: 81 Joined: 26-February 02 From: DC/NOVA, USA Member No.: 80 ![]() |
Hey, just recently got back into SR, I've been using Chummer (awesome app BTW), and for the most part it's been great.
However, I recently created an Infected character, with the critter powers Essence Drain and Essence Loss, and I'm trying to puzzle out if there's a way to modify his current Essence based on recent feeds and time passed. I was hoping to be able to use the handy custom improvements tab, but it doesn't appear to allow ESS as one of the attributes which can be adjusted. Also, is there a way to get natural weapons to display on the character sheet in the "melee weapons" tab? |
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#196
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Target ![]() Group: Members Posts: 17 Joined: 20-June 11 From: Seattle, WA Member No.: 31,801 ![]() |
Regarding arrows:
QUOTE Calculate base damage using the lower value of the bow rating or the arrow rating. Thank you very much for finding what five people with five books couldn't find in a four hour build session. *facepalm* |
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#197
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Moving Target ![]() ![]() Group: Members Posts: 732 Joined: 5-April 08 From: Ottawa, Canada Member No.: 15,847 ![]() |
Regarding arrows: Thank you very much for finding what five people with five books couldn't find in a four hour build session. *facepalm* You're quite welcome. *bow* (IMG:style_emoticons/default/smile.gif) |
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#198
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Moving Target ![]() ![]() Group: Members Posts: 732 Joined: 5-April 08 From: Ottawa, Canada Member No.: 15,847 ![]() |
From Unwired (Pg 39): Optional Rules
Using Attributes Rather than relying on technology to determine a character’s efficacy in the Matrix, Attributes may be factored back into the various tests in the Matrix. To do this, replace the program or complex form in each Success, Opposed, or extended Test with the appropriate attribute (usually Logic). The maximum number of hits (not net hits) that can be generated by each Matrix Test is limited to the rating of the program or complex form in a manner similar to the way Spellcasting hits are limited by the Force of a spell (see Force, p. 171, SR4). Agents, IC, and sprites would use their Pilot rating in place of the attribute required. Alternatively, the various Matrix Tests can remain unchanged. Instead, the attribute (again, usually Logic) limits the hits (not net hits) of every test in the same manner described above. In either case, each Matrix Action requires the use of the appropriate program. Complex Forms While technomancers are not magicians, some players and gamemasters may wish to bring the rules for the two closer together. To accomplish this, treat each complex form as though it were a spell, with no ratings and with the same cost in BP and Karma as spells for magicians. Then, when performing Matrix actions with the complex forms, the technomancer chooses a rating for the complex form, up to twice his Resonance. The technomancer uses the complex form normally, and resists a Fading DV equal to half the rating chosen (rounded down); this Fading is stun unless the rating chosen was greater than the technomancer’s Resonance, in which case it is physical. I'm using both these rules in my Shadowrun campaign, so the technomancer in question has her programs at 'Rating 1', and has to 'cast' and choose what Force her complex form is at, then suck fading. Is there a way to have Chummer (during chargen and later) simply ignore 'rating' for Complex Forms, and have them appear in a manner similar to spells (you buy it, it's done, finito) and have a dice pool determined by the attribute presented? |
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#199
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 ![]() |
From Unwired (Pg 39): Optional Rules Using Attributes Rather than relying on technology to determine a character’s efficacy in the Matrix, Attributes may be factored back into the various tests in the Matrix. To do this, replace the program or complex form in each Success, Opposed, or extended Test with the appropriate attribute (usually Logic). The maximum number of hits (not net hits) that can be generated by each Matrix Test is limited to the rating of the program or complex form in a manner similar to the way Spellcasting hits are limited by the Force of a spell (see Force, p. 171, SR4). Agents, IC, and sprites would use their Pilot rating in place of the attribute required. Alternatively, the various Matrix Tests can remain unchanged. Instead, the attribute (again, usually Logic) limits the hits (not net hits) of every test in the same manner described above. In either case, each Matrix Action requires the use of the appropriate program. Complex Forms While technomancers are not magicians, some players and gamemasters may wish to bring the rules for the two closer together. To accomplish this, treat each complex form as though it were a spell, with no ratings and with the same cost in BP and Karma as spells for magicians. Then, when performing Matrix actions with the complex forms, the technomancer chooses a rating for the complex form, up to twice his Resonance. The technomancer uses the complex form normally, and resists a Fading DV equal to half the rating chosen (rounded down); this Fading is stun unless the rating chosen was greater than the technomancer’s Resonance, in which case it is physical. I'm using both these rules in my Shadowrun campaign, so the technomancer in question has her programs at 'Rating 1', and has to 'cast' and choose what Force her complex form is at, then suck fading. Is there a way to have Chummer (during chargen and later) simply ignore 'rating' for Complex Forms, and have them appear in a manner similar to spells (you buy it, it's done, finito) and have a dice pool determined by the attribute presented? Look in the Tools-Options window under the Optional Rules tab. Check "Use Alternate Complex Forms Cost" That will make them cost the same as spells. |
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#200
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 ![]() |
Would it be possible to add the ability to select what weapon a weapon focus is based off of?
That way it can display damage and the dice pool to use it. Or is there some other way that's already there? |
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Lo-Fi Version | Time is now: 6th June 2025 - 04:21 AM |
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