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SpellBinder
post Mar 11 2012, 07:39 AM
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QUOTE (ShadowWalker @ Mar 10 2012, 06:05 PM) *
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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Makki
post Mar 11 2012, 10:57 AM
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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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Tashiro
post Mar 11 2012, 04:55 PM
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QUOTE (ShadowWalker @ Mar 10 2012, 07:52 PM) *
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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ShadowWalker
post Mar 11 2012, 05:23 PM
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QUOTE (Tashiro @ Mar 11 2012, 11:55 AM) *
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 rank thing is definately wrong, but you still have Skill + Attribute on the skills section.
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Tashiro
post Mar 11 2012, 07:33 PM
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QUOTE (ShadowWalker @ Mar 11 2012, 12:23 PM) *
the rank thing is definately wrong, but you still have Skill + Attribute on the skills section.


From what I'm seeing, it's doing 'skill + program rank' still, rather than Skill + Logic.
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ShadowWalker
post Mar 11 2012, 11:13 PM
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QUOTE (Tashiro @ Mar 11 2012, 02:33 PM) *
From what I'm seeing, it's doing 'skill + program rank' still, rather than Skill + Logic.

You are looking at the skills tab or the Complex Form tab?
I would be really surprised if the skills tab is doing anything other than Skill + Attribute.
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Nebular
post Mar 11 2012, 11:25 PM
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QUOTE (Dakhran the Dark @ Mar 9 2012, 10:15 PM) *
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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Nebular
post Mar 11 2012, 11:27 PM
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QUOTE (ShadowWalker @ Mar 10 2012, 07:05 PM) *
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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Nebular
post Mar 11 2012, 11:28 PM
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QUOTE (Makki @ Mar 11 2012, 04:57 AM) *
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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Nebular
post Mar 11 2012, 11:46 PM
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QUOTE (Tashiro @ Mar 11 2012, 10:55 AM) *
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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ShadowWalker
post Mar 12 2012, 12:43 AM
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QUOTE (Nebular @ Mar 11 2012, 07:46 PM) *
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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Tashiro
post Mar 12 2012, 02:09 AM
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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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Nebular
post Mar 12 2012, 04:11 AM
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QUOTE (ShadowWalker @ Mar 11 2012, 07:43 PM) *
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.

How do you determine that then? Is there a list somewhere that I've missed or forgotten about?
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Nebular
post Mar 12 2012, 04:12 AM
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QUOTE (Tashiro @ Mar 11 2012, 09:09 PM) *
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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ShadowWalker
post Mar 12 2012, 04:52 AM
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QUOTE (Nebular @ Mar 12 2012, 12:11 AM) *
How do you determine that then? Is there a list somewhere that I've missed or forgotten about?

It's all a question of how the Program/complex form is used. Unfortunately there is no list within the books.
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Nebular
post Mar 12 2012, 02:13 PM
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QUOTE (ShadowWalker @ Mar 11 2012, 10:52 PM) *
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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Nebular
post Mar 12 2012, 02:14 PM
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QUOTE (ShadowWalker @ Mar 10 2012, 07:05 PM) *
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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ShadowWalker
post Mar 12 2012, 02:40 PM
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QUOTE (Nebular @ Mar 12 2012, 09:13 AM) *
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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Nebular
post Mar 12 2012, 03:14 PM
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QUOTE (ShadowWalker @ Mar 12 2012, 08:40 AM) *
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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crazymykl
post Mar 12 2012, 06:41 PM
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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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ShadowWalker
post Mar 12 2012, 06:54 PM
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QUOTE (Nebular @ Mar 12 2012, 11:14 AM) *
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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Nebular
post Mar 12 2012, 10:02 PM
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Build 336
  • added support for the alternate Matrix Attribute optional rule from UN 39
  • added support for <dicepool /> to Weapon Mod bonuses which affect the dice pool for the Weapon the Mod is attached to
  • added <dicepool /> to the Weapon Foci Weapon Mod to affect the Weapon's dice pool
  • fixed an issue where Weapons added directly to a Vehicle (Cyberware or Gear Weapons) would not be loaded correctly from a save file
  • fixed an issue where trying to print a character whose Vehicle had a Cyberware Weapon would throw an error
  • increased the maximum upload size for characters to 500 KB (compressed)
  • Upload Character window in Omae no longer lists types of files that cannot be uploaded using the window
  • Character now correctly checks if their <skillsoftaccess /> Improvement is enabled before deciding whether or not they can use Knowsofts and Linguasofts
  • added a house rule to treat the Metatype Attribute Minimum as 1 for the purpose of calculating Karma costs
  • fixed an issue where buying Ammo for a Weapon using the Buy Additional Ammo button without having any Gear selected would throw an error
  • fixed an issue where buying Ammo for a Weapon using the Buy Additional Ammo button while having certain Gear seleted would limit the selection to that Gear's category instead of the to the Ammunition category
  • added processorlimit, ispersona, isos, and issin to the list of items a Commlink includes in its printout data
  • added a Commlinks sheet that prints out information for all of the character's Commlinks including Living Persona (also Nexi but limited to English only)
  • fixed an issue where Qualities and Spells would wait to translate their names after asking for Improvement information
  • added support for language-specific character sheets (stored in sheets\[language code])
  • Character View window now lists the character sheets in the language-specific directory if a non-English language is selected
  • fixed an issue where Spells were printing their Category a second time instead of selected Improvement values such as Attributes
  • Complex Forms no longer show their Rating if the alternate Complex Form cost optional rule is enabled since they do not use Ratings
  • fixed an issue where Weapons were adding their Smartgun bonus to their dice pool even if the Smartgun Accessory or Weapon Mod was marked as not installed
  • Language Manager now uses a recursive method to translate windows and controls to make it more efficient and more easily accommodate future growth
  • fixed an issue where Knowledge Skills would incorrectly change their Category if the Skill's name existed in the pre-defined Knowledge Skill list
  • tabs now correctly show the character's name when moving from Create Mode to Career Mode when more than 1 character is currently open
New Strings
  • Checkbox_Option_AlternateMetatypeAttributeKarma
  • Checkbox_Options_AlternateMatrixAttribute
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crazymykl
post Mar 13 2012, 02:13 PM
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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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Nebular
post Mar 13 2012, 02:40 PM
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QUOTE (crazymykl @ Mar 13 2012, 08:13 AM) *
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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Nebular
post Mar 13 2012, 09:11 PM
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Build 337
  • fixed an issue that caused Melee Weapons to always use the STR of a Vehicle's limb, even when being wielded by the character
  • Upload Language button shows its text again
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