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#201
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 ![]() |
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? You can add "Weapon Focus" as a modification for free to the weapon. Just choose the rating at the time of... "installation". |
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#202
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,373 Joined: 14-January 10 From: Stuttgart, Germany Member No.: 18,036 ![]() |
after choosing the spell Increase Attribute and the particular attribute, e.g. BOD, the print sheet says Increase [Attibute] instead of Increase [Body]
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#203
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Moving Target ![]() ![]() Group: Members Posts: 732 Joined: 5-April 08 From: Ottawa, Canada Member No.: 15,847 ![]() |
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. Did that. Complex Forms still have ranks and can be increased, and in addition the dice pool is still 'skill + complex form rank' not 'attribute + skill'. |
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#204
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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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#205
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Moving Target ![]() ![]() Group: Members Posts: 732 Joined: 5-April 08 From: Ottawa, Canada Member No.: 15,847 ![]() |
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#206
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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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#207
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
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? I've updated the Improvements data file to allow for Essence Improvements, so that should fit the need. (IMG:style_emoticons/default/smile.gif) They should already be appearing there. Is there a specific melee weapon that isn't showing up there for you? |
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#208
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
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? I'll look into this. Right now it just asks for a text value. Giving it a list of Weapons the character has is certainly doable. |
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#209
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
after choosing the spell Increase Attribute and the particular attribute, e.g. BOD, the print sheet says Increase [Attibute] instead of Increase [Body] Whoops. Apparently Spells are printing out their Category in place of their "extra" information which holds the Attribute selected. I'll have this fixed in the next update. (So it will say Increase [Attribute] (BOD)) |
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#210
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Did that. Complex Forms still have ranks and can be increased, and in addition the dice pool is still 'skill + complex form rank' not 'attribute + skill'. The Rating field for Complex Forms should be hidden when that option is enabled, though you need to close the character and re-open them if you enable the option while the character is open. They seem to be hidden properly when I have this optional rule turned on. I'll add the alternate Matrix Attribute as an optional rule in the next update. I'm trying to figure out when it wouldn't be LOG + Skill though, as all of the Matrix-related Skills are LOG-based. |
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#211
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 ![]() |
The Rating field for Complex Forms should be hidden when that option is enabled, though you need to close the character and re-open them if you enable the option while the character is open. They seem to be hidden properly when I have this optional rule turned on. I'll add the alternate Matrix Attribute as an optional rule in the next update. I'm trying to figure out when it wouldn't be LOG + Skill though, as all of the Matrix-related Skills are LOG-based. There are only a few Complex Forms that wouldn't be done that way, like armor or shield. some have no rolling at all like SimRig and Smartlink. |
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#212
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Moving Target ![]() ![]() Group: Members Posts: 732 Joined: 5-April 08 From: Ottawa, Canada Member No.: 15,847 ![]() |
Okay, yes, you can't up the rating, but the complex forms themselves say things like 'Armour (Rating 1)'. Thanks for clarifying though. (IMG:style_emoticons/default/smile.gif) Looking forward to the alternate Matrix Attribute ruling.
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#213
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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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#214
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Okay, yes, you can't up the rating, but the complex forms themselves say things like 'Armour (Rating 1)'. Thanks for clarifying though. (IMG:style_emoticons/default/smile.gif) Looking forward to the alternate Matrix Attribute ruling. Ah, I see what you're saying about the Rating thing. I'll have that removed if the optional rule is enabled. |
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#215
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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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#216
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
It's all a question of how the Program/complex form is used. Unfortunately there is no list within the books. Guess I'll just add a list that you can select the Attribute from then in case there are any weird scenarios that might come up and let the player choose which one to use. (IMG:style_emoticons/default/smile.gif) |
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#217
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
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? Figured out how I'm going to do this. There's currently a Weapon Focus item in the Weapon Mod list. I'm just going to add support for affecting the size of the dice pool for the Weapon it's attached to since you may be buying the Focus before the Weapon, may not know which Weapon you want it on, may detach it from the Weapon, etc. Short version: adding a modifier to what's already there. (IMG:style_emoticons/default/wink.gif) |
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#218
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 ![]() |
Guess I'll just add a list that you can select the Attribute from then in case there are any weird scenarios that might come up and let the player choose which one to use. (IMG:style_emoticons/default/smile.gif) Oh, in every case where an attribute is used it's going to be logic. It's just that certain programs won't have logic used because of the way the program is used. I would suggest just have them all display logic + skill instead of skill + program. Looking at the list in programs.xml: Encrypt, Armor, ECCM, Stealth, Smartlink, Simrig, Shield, and all other non-standard matrix program. All of those won't use skill+attribute, and would just use their rating. |
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#219
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Oh, in every case where an attribute is used it's going to be logic. It's just that certain programs won't have logic used because of the way the program is used. I would suggest just have them all display logic + skill instead of skill + program. Looking at the list in programs.xml: Encrypt, Armor, ECCM, Stealth, Smartlink, Simrig, Shield, and all other non-standard matrix program. All of those won't use skill+attribute, and would just use their rating. Well, that was my original plan but figured I'd put in a dropdown for Attributes for flexibility since it says "usually LOG" rather than "always LOG". I'll at least have it default to having LOG selected. If I don't do it as a list, I'm sure someone would ask for it soon enough. (IMG:style_emoticons/default/smile.gif) |
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#220
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Target ![]() Group: Members Posts: 43 Joined: 15-June 11 Member No.: 31,494 ![]() |
A bit nitpicky, but when going from create mode to career mode, the tab title becomes "Unnamed Character" until the alias field is editted again. Also, "Quizzel Fairy Wings" from Attitude are mipsellde.
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#221
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 ![]() |
Well, that was my original plan but figured I'd put in a dropdown for Attributes for flexibility since it says "usually LOG" rather than "always LOG". I'll at least have it default to having LOG selected. If I don't do it as a list, I'm sure someone would ask for it soon enough. (IMG:style_emoticons/default/smile.gif) Have one of the options be no attribute. (IMG:style_emoticons/default/smile.gif) then you can have the above ones be set to that as the default and save any changes in the character file. I noticed that with Knowledge skills if you change the category of a knowledge skill that's in the skills file it changes back to the default when you reload the character. In particular I have a character I made that has Military, but as Professional instead of Interest. It keeps putting it back to Interest each time I open the character. |
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#222
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Build 336
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#223
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Target ![]() Group: Members Posts: 43 Joined: 15-June 11 Member No.: 31,494 ![]() |
It seems like melee weapons no longer have STR/2 added to their damage as of this latest update. Also,"Quizzel Fairy Wings" from Attitude are still called "Quizzel Fair Wings".
Confirmed on a new download as well on an update. |
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#224
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
It seems like melee weapons no longer have STR/2 added to their damage as of this latest update. Also,"Quizzel Fairy Wings" from Attitude are still called "Quizzel Fair Wings". Confirmed on a new download as well on an update. Crap. I'm missing a single else statement that is causing Weapons to think they're always using the STR of a Vehicle's limb instead. I'll have an updated build up this evening to fix this. I've also updated the Armor data file to correct the Fairy Wings. |
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#225
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Build 337
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Lo-Fi Version | Time is now: 17th May 2025 - 07:09 AM |
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