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ShadowWalker
post Mar 13 2012, 11:13 PM
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Would it be possible to add a Vessel xml file that would include the stats for vessels as described on page 86/87 of Street Magic.
Have a drop down appear when the Mage's Tradition is one that has spirits that need to possess instead of manifest.
The drop down would include a list of vessels defined in the xml file and modify the spirits stats and powers based on the selected vessel.

I would like to make the Insane Psionic Clockwork King. (IMG:style_emoticons/default/smile.gif)

Edit: Just remembered that the spirits list doesn't include stats, but that you have to link a critter file to the spirit.
So may be vessels can be added to critters, in some way.
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crazymykl
post Mar 14 2012, 02:04 AM
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Thanks for the quick fix. Would it be possible to make unarmed strike show up in the weapons list even without Bone Lacing or the like? Some awakened characters have weapon foci that effect unarmed strikes.
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Nebular
post Mar 14 2012, 04:02 PM
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QUOTE (ShadowWalker @ Mar 13 2012, 06:13 PM) *
Would it be possible to add a Vessel xml file that would include the stats for vessels as described on page 86/87 of Street Magic.
Have a drop down appear when the Mage's Tradition is one that has spirits that need to possess instead of manifest.
The drop down would include a list of vessels defined in the xml file and modify the spirits stats and powers based on the selected vessel.

I would like to make the Insane Psionic Clockwork King. (IMG:style_emoticons/default/smile.gif)

Edit: Just remembered that the spirits list doesn't include stats, but that you have to link a critter file to the spirit.
So may be vessels can be added to critters, in some way.

I was actually thinking about this the other day when I realised that an NPC I was looking at was possessed by an Insect Spirit. Then I forgot about it. Then I remember. Then I forgot. Then you came along and brought it up. (IMG:style_emoticons/default/biggrin.gif) I'm going to have to think about how to handle it. I think what might be required is creating a save for the Vessel (living or dead) and one for the Spirit. From the Spirit you'd select Possess (or Inhabit), select the NPC file, and it would merge the two together into a third save file. I'm thinking this is the way it needs to be done since they're not actually Improvemets to either character, Chummer doesn't know about former Attribute values (for the Vessel), negative Attributes (for Homonculi), and would let you keep both the Spirit and Vessel separate should the Spirit ever leave the Vessel. Sound reasonable?
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Nebular
post Mar 14 2012, 04:03 PM
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QUOTE (crazymykl @ Mar 13 2012, 09:04 PM) *
Thanks for the quick fix. Would it be possible to make unarmed strike show up in the weapons list even without Bone Lacing or the like? Some awakened characters have weapon foci that effect unarmed strikes.

Should be doable. The biggest snag is replacing the default one with the one that Bone Lacing creates when it's added (and reverting it if Bone Lacing is ever removed). I'll take a look. (IMG:style_emoticons/default/smile.gif)
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ShadowWalker
post Mar 14 2012, 05:54 PM
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QUOTE (Nebular @ Mar 14 2012, 12:02 PM) *
I was actually thinking about this the other day when I realised that an NPC I was looking at was possessed by an Insect Spirit. Then I forgot about it. Then I remember. Then I forgot. Then you came along and brought it up. (IMG:style_emoticons/default/biggrin.gif) I'm going to have to think about how to handle it. I think what might be required is creating a save for the Vessel (living or dead) and one for the Spirit. From the Spirit you'd select Possess (or Inhabit), select the NPC file, and it would merge the two together into a third save file. I'm thinking this is the way it needs to be done since they're not actually Improvemets to either character, Chummer doesn't know about former Attribute values (for the Vessel), negative Attributes (for Homonculi), and would let you keep both the Spirit and Vessel separate should the Spirit ever leave the Vessel. Sound reasonable?

As long as it's possible to create a combined character sheet for the spirit/vessel I'm good. (IMG:style_emoticons/default/smile.gif)
Although looking at the non-living/non-zombie ones, they appear to work differently as they appear to be almost like how a spirit would work manifest. F+/- a number to all stats.
The Zombie have a slightly different structure, similar to living vessels and possession to it's stats. Plus the Zombie has build in degradation to it's physical stats, which just adds more complication to them.

I think the non-living vessels is a complicated issue, since the spirit inhabiting it could easily change based on the whims of the mage.

My first thought for vessels was to create it like other critters and then to be able to dynamically apply a spirit character to it in some manner.

It would also be nice to have something within Gear or some other location to buy Vessels to cover the costs of building one just like other foci. This would also allow for keeping track of what vessels you have and how many.
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faustaff
post Mar 14 2012, 11:42 PM
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After this last update, when trying to add a language, I can't change the rating to Native. It used to default to N, but I haven't found a way to change the rating to a letter. Anyone know how to get around this?
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Gwynfallan
post Mar 14 2012, 11:45 PM
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Argh! Knowledge skills appear to have glitched again. They are now all determined to remain Logic-based Academic skills no matter how many times I select any of the other options or save them as such hoping the attribute and total dice pool number will follow suit. The newly opened file still lists everything from Alcohol to Portuguese to Yakuza as Logic-based and Academic.
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Nebular
post Mar 15 2012, 01:48 AM
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QUOTE (faustaff @ Mar 14 2012, 05:42 PM) *
After this last update, when trying to add a language, I can't change the rating to Native. It used to default to N, but I haven't found a way to change the rating to a letter. Anyone know how to get around this?
QUOTE (Gwynfallan @ Mar 14 2012, 05:45 PM) *
Argh! Knowledge skills appear to have glitched again. They are now all determined to remain Logic-based Academic skills no matter how many times I select any of the other options or save them as such hoping the attribute and total dice pool number will follow suit. The newly opened file still lists everything from Alcohol to Portuguese to Yakuza as Logic-based and Academic.

@*&#!! (IMG:style_emoticons/default/mad.gif)
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Nebular
post Mar 15 2012, 02:05 AM
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Build 340
  • fixed an issue that prevented Knowledge Skills from saving their selected Category (hopefully for the last time)
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phlapjack77
post Mar 15 2012, 03:10 AM
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Hey man - now seems like a good time to say:

Thanks so much for this app. It freakin' rocks! I spend WAY too much time just playing around making characters I probably will never use, but I do it anyway because it's fun.

I'd love to contribute, but I refuse to go near paypal with a 10-ft pole. Any other options?
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The Wrestling Tr...
post Mar 15 2012, 09:41 AM
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When you take the bioware "Enhanced protein exchange: Daredrenaline (+1 dice for willpower tests), Dynomitan (+1 dice to intuition tests), PuSHeD (+1 to logic linked tests) as a magician, it doesn't add any dices to drain resistance in chummer.

If you take a Psyionic with drain attribute Willpower+Intuition and you take daredrenaline and dynomitan you should get +2 additional dices for the drain test, but it doesn't add them.
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Tashiro
post Mar 15 2012, 04:01 PM
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As an afterthought - is it possible to have the 'Hits on 4+' optional rule available? I'd like to use it with the die roller for if I'm running a heroic game, or if I'm having the PCs go up against a prime runner.
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Nebular
post Mar 15 2012, 06:04 PM
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QUOTE (The Wrestling Troll @ Mar 15 2012, 04:41 AM) *
When you take the bioware "Enhanced protein exchange: Daredrenaline (+1 dice for willpower tests), Dynomitan (+1 dice to intuition tests), PuSHeD (+1 to logic linked tests) as a magician, it doesn't add any dices to drain resistance in chummer.

If you take a Psyionic with drain attribute Willpower+Intuition and you take daredrenaline and dynomitan you should get +2 additional dices for the drain test, but it doesn't add them.

Dynomitan only adds its +1 bonus to INT-linked Skills and nothing else. PuSHeD is essentially the same - it only grants a +1 bonus to LOG-linked Skills. Neither or these affect Drain Resistance. Daredrenaline, however, says that it adds to all WIL Tests, so this is the only one that should be grating a bonus to Drain Resistance (and currently isn't). I've updated the Bioware data file to correct this.
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Nebular
post Mar 15 2012, 06:05 PM
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QUOTE (Tashiro @ Mar 15 2012, 11:01 AM) *
As an afterthought - is it possible to have the 'Hits on 4+' optional rule available? I'd like to use it with the die roller for if I'm running a heroic game, or if I'm having the PCs go up against a prime runner.

I'll add it as a checkbox to the Dice Roller window itself since you can open it without referencing a character (which is where all of the optional rule information is (IMG:style_emoticons/default/smile.gif) ).
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Tashiro
post Mar 15 2012, 06:30 PM
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QUOTE (Nebular @ Mar 15 2012, 01:05 PM) *
I'll add it as a checkbox to the Dice Roller window itself since you can open it without referencing a character (which is where all of the optional rule information is (IMG:style_emoticons/default/smile.gif) ).


Awesome, thanks!
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mister__joshua
post Mar 16 2012, 12:07 PM
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This may be random but I love your online Civilopedia too. Been using it loads recently. Do you post on the Civfanatics forums also?
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Nebular
post Mar 16 2012, 12:51 PM
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QUOTE (mister__joshua @ Mar 16 2012, 06:07 AM) *
This may be random but I love your online Civilopedia too. Been using it loads recently. Do you post on the Civfanatics forums also?

Thanks! Yup, I'm on CivFanatics as well. (IMG:style_emoticons/default/biggrin.gif)
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Nebular
post Mar 16 2012, 04:06 PM
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Well here's some exciting news: Chummer is now officially endoresed by Pegasus Spiele, the publisher of Shadowrun in Germany! (IMG:style_emoticons/default/biggrin.gif)
Translated press relesae can be found here (it's also up on Chummer site until it's pushed off the news reel by other updates).
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ChatNoir
post Mar 16 2012, 05:13 PM
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Nice, it's better than the official SR site who push for HeroLab ... which is pretty bad as everyone knows.
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The Wrestling Tr...
post Mar 16 2012, 07:02 PM
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Gratulations Nebular!

Hope more people get aware of your awesome Character Editor (dat' software mhhhhhh (IMG:style_emoticons/default/nyahnyah.gif) )
Was about time you get the attention you deserve, after all that work you put into it (IMG:style_emoticons/default/smile.gif)

EDIT:
Now that you got the attention from Pegasus, wouldn't it be possible to make a paid version that has all the information of the sourcebooks integrated in Chummer?
That way I wouldn't need to look up the page in Chummer and switch to my books and then back to Chummer all the time (IMG:style_emoticons/default/smile.gif)
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phlapjack77
post Mar 16 2012, 07:49 PM
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QUOTE (The Wrestling Troll @ Mar 17 2012, 03:02 AM) *
Now that you got the attention from Pegasus, wouldn't it be possible to make a paid version that has all the information of the sourcebooks integrated in Chummer?
That way I wouldn't need to look up the page in Chummer and switch to my books and then back to Chummer all the time (IMG:style_emoticons/default/smile.gif)

Hehe - nowadays if I can't remember how a power / spell / whatever works, I use Chummer to find the page number first before actually trying to find it in the book. It has the added advantage that all of the page numbers are actually correct, unlike when the books reference other books (IMG:style_emoticons/default/smile.gif)
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crazymykl
post Mar 16 2012, 09:08 PM
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I'm still not finding rules support for the whole "foci cannot exceed rating 6" thing. Could the limit be made into a houserule?
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Nebular
post Mar 17 2012, 02:59 PM
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QUOTE (crazymykl @ Mar 16 2012, 04:08 PM) *
I'm still not finding rules support for the whole "foci cannot exceed rating 6" thing. Could the limit be made into a houserule?

I've updated the Gear file to increase the maximum Rating for Foci and Formulae to 18 to line up with Lodges (which were also at a maximum of 6 until a few weeks ago).

The updated file also includes a new item for Vessel Materials.
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Nebular
post Mar 17 2012, 03:24 PM
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Build 342
  • added a checkbox to the Dice Roller window to Hit on 4, 5, or 6 as per the Cinematic Gameplay optional rule (SR4 75)
  • added support for Possession and Inhabitation by Spirits (Possess/Inhabit Living Vessel and Possess/Inhabit Inanimate Vessel options in the Special menu if the Spirit has the Possession or Inhabitation Power)
New Strings
  • Checkbox_DiceRoller_CinematicGameplay
  • Menu_SpecialPossessLiving
  • Menu_SpecialPossessInanimate
  • MessageTitle_Possession
  • Message_VesselInCareerMode
  • Message_PossessionSave
  • String_Possessed

EDIT: Just to note - Zombies are not found in the Inanimate Vessels list since their Attributes can be any number. They're handled in the same manner as Living Vessles - they Vessel needs its own save file in Career Mode to pull Attributes from.
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ShadowWalker
post Mar 17 2012, 03:44 PM
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When dealing with possession based traditions, how do you replace materialization with possession/inhabitation in the spirit character?
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