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McDougle
post May 9 2013, 11:25 PM
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Good to see you still so active, Nebular! (IMG:style_emoticons/default/smile.gif)

I´m looking forward to a Shadowrun5-compatible Chummer(I can just hope you go for it). (IMG:style_emoticons/default/biggrin.gif)

p.s.:
Maybe that Chummer would also be mobile compatible(Android for example)? *one can dream*
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O'Ryan
post May 11 2013, 05:51 AM
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I second the desire for a mobile version of chummer!

I'm reasking my question since I think it got glossed over (Or, more likely, I'm blind and y'all can throw things at me!) But! Is there a way to combine tracer ammunition with, say, ADPS? I'm not so worried about the bonuses showing up (Since I think dice pools are all calculated for single shots), but there's got to be a better way to keep track of the ammo than manually manipulating the numbers every time I shoot.

Thanks!
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Shaidar
post May 11 2013, 08:57 PM
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As Tracer ammunition is normally used only every 3rd or 5th round in the magazine(clip)/belt IRL and the SR4 mechanics emulate that set-up; I'm thinking you mean in a single round creating an APDST (Armor Piercing Discarding Sabot Tracer) form the modern miliary acronym. I've used the 25mm APFSDST round in the US Navy.

Unfortunatly, SR4 isn't set-p to do that in the system

QUOTE
Tracer Rounds: Tracer ammo burns “tracers” along the line of flight, making it easier for the shooter to home in on the target. This type of ammunition can only be used in full-auto weapons and is loaded as every third round in a clip. This is an exception to the restriction of one type of ammunition to a clip. Non-smartgun users firing tracer rounds receive a +1 dice pool modifier at all ranges beyond Short when firing a short burst, +2 when firing a long burst, and +3 when firing a full burst.


However, RL has got it so your table could House Rule it. Tracers rounds have little effect when fired Semi-Auto or Single Shot, other than giving the enemy your position. Which is why Special Operations removes them from their belts of linked 7.62 mm for use in the SAWs.
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O'Ryan
post May 11 2013, 09:50 PM
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QUOTE (Shaidar @ May 11 2013, 12:57 PM) *
As Tracer ammunition is normally used only every 3rd or 5th round in the magazine(clip)/belt IRL and the SR4 mechanics emulate that set-up; I'm thinking you mean in a single round creating an APDST (Armor Piercing Discarding Sabot Tracer) form the modern miliary acronym. I've used the 25mm APFSDST round in the US Navy.

Unfortunatly, SR4 isn't set-p to do that in the system



However, RL has got it so your table could House Rule it. Tracers rounds have little effect when fired Semi-Auto or Single Shot, other than giving the enemy your position. Which is why Special Operations removes them from their belts of linked 7.62 mm for use in the SAWs.


Er... by your own quote, Sr4 is set up to use tracers in a mixed clip. My question is, is Chummer set up to facilitate that, so when using, say, a LMG with a laser sight, tracers, and the APDS ammunition detailed on page 323 of SR4A, firing full auto uses up 7 rounds of said APDS and 3 of tracer.

Edit: My current set up is to set each belt in its own gear pile of 70 whatever and 30 tracer. To fire full bursts I currently fire a long burst and a single shot of AMMO, and then fire a short burst of tracer. My question, to rephrase, is: Is there an easier way in Chummer of doing this bookkeeping?
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SpellBinder
post May 12 2013, 07:00 AM
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To my knowledge, no, Chummer is not set to recognize mixed ammo in a single magazine.
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Dakka Dakka
post May 12 2013, 07:53 AM
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QUOTE (SpellBinder @ May 12 2013, 09:00 AM) *
To my knowledge, no, Chummer is not set to recognize mixed ammo in a single magazine.
It could be accomplished if you inserted new types of ammo: Tracer (regular), Tracer (SnS) etc. with a cost of (2*desired ammo+1*tracer)/3. You can't use all tracer anyways.

The interesting thing though is that the combination of tracer and SnS or ExEx is cheaper and better than using just SnS or ExEx.
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Nebular
post May 12 2013, 04:59 PM
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Build 476
  • added an option to only download language updates for your chosen language instead of all languages
  • fixed an issue where Armor Mods that cost a percentage of the base Armor's cost may cause an error to be thrown when their final cost resulted in a decimal
  • Power Foci and Spellcasting Foci now have a precedence set so that only the highest active value of each is used (must select Special > Re-apply Improvements to fix existing Foci)
  • Skills now properly handled Skill Attribute precedence
New Strings
  • Checkbox_Options_LocalisedUpdatesOnly
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SpellBinder
post May 12 2013, 05:28 PM
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I wish I had taken a look at the code for Power foci sooner. Power foci do add dice to Counterspelling when a magician uses the skill in an attempt to dispell a sustained or quickened spell (SR4a, page 185, bottom right). They do not add to Counterspelling when resisting a spell as it's being cast, which uses different attributes, but Chummer does track the skill with the Magic attribute.
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Cube
post May 14 2013, 11:44 PM
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I have a question. I love Chummer, and it has helped me a ton in creating several of the weird character ideas I've had.

So I was curious if there was any chance of some of the Rigger 4 stuff being added? I've tried to add some stuff in a custom datapack, but I can't seem to get it to work.
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Nebular
post May 15 2013, 02:57 PM
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QUOTE (Cube @ May 14 2013, 05:44 PM) *
I have a question. I love Chummer, and it has helped me a ton in creating several of the weird character ideas I've had.

So I was curious if there was any chance of some of the Rigger 4 stuff being added? I've tried to add some stuff in a custom datapack, but I can't seem to get it to work.

Rigger 4 has been added to the Data category in Omae. (IMG:style_emoticons/default/smile.gif)
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Cube
post May 15 2013, 06:27 PM
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Really? Sweet! Thank you!
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fmatte
post May 16 2013, 03:18 PM
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When loading ammo with special bonus (like AP bonus or damage bonus), Chummer takes it into effect when loading a weapon. Can you modify it so that it takes into account the 20% range penalty when using Subsonic Ammunition from Arsenal (p. 35)?
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Nebular
post May 16 2013, 03:31 PM
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QUOTE (fmatte @ May 16 2013, 09:18 AM) *
When loading ammo with special bonus (like AP bonus or damage bonus), Chummer takes it into effect when loading a weapon. Can you modify it so that it takes into account the 20% range penalty when using Subsonic Ammunition from Arsenal (p. 35)?

I've updated the Gear file so that Subsonic Ammo has its Range penalty.
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Backgammon
post May 16 2013, 05:03 PM
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I tried finding this in the wiki, maybe I just didn't look hard enough, but how do I create a Cyborg in chummer?

Thanks
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Nebular
post May 16 2013, 06:15 PM
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QUOTE (Backgammon @ May 16 2013, 11:03 AM) *
I tried finding this in the wiki, maybe I just didn't look hard enough, but how do I create a Cyborg in chummer?

Thanks

Do you mean a Cyberzombie? If that's the case, you can turn a character into a Cyberzombie by going to Special > Convert to Cyberzombie. You'll need to have an Essence below 0 and have the Invoked Memory Stimulator Cyberware installed.
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SpellBinder
post May 16 2013, 08:00 PM
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I think he means a "jar head".
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Backgammon
post May 16 2013, 11:36 PM
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Correct, Jarhead. I actually saw a Chummer release log that said cyborgs are supported... just can't find out how to make one
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SpellBinder
post May 17 2013, 12:20 AM
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I haven't tried messing with this in a long while, and tried by making a custom metatype for a race (as a brain in a bottle doesn't have physical stats). Didn't work out too well.
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Kiirnodel
post May 17 2013, 04:03 PM
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A quick little glitch that I noticed. The Spell Body Glove is listed as having a source of LoP, when it seems like it should be LOP. Notice the capital letter 'O', a minor that I've already fixed in my spells data file, but it should probably be fixed for everyone.

Off hand, I'm not sure if it was actually a problem with the spells or the book, I fixed it in the spells data file, but I haven't checked for consistency in any other files...
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SpellBinder
post May 17 2013, 08:40 PM
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Funny, as I just checked the data files on my end and found that it was listed as "LOP" already.
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Shiwo
post May 18 2013, 10:08 AM
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Greetings,

It is possible to create an Alphaware Grade Cyberware Suite? I tried to create a new one, and choosed Alphaware cybers only, but the Suite's Grade was "Chummer.Grade" on the "Select a Cyberware Suite" window, and after I choosed it with the OK button, the character got Standard Grade variant cybers with Standard Essence Cost (x0.9).

Regards,
Shiwo
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bannockburn
post May 18 2013, 11:06 AM
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Yes, you can, but you'll have to edit the suite in the custom_cyberware.xml file. You'll find the name of the cybersuite there, just change the grade to Alphaware (case sensitive, iirc). It will only work as Alpha grade, though, so if you want a different grade, you'll have to create an identical suite and give it the appropriate grade yourself. C&P in the .xml is the easiest way to do this.
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Shiwo
post May 18 2013, 12:19 PM
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QUOTE (bannockburn @ May 18 2013, 01:06 PM) *
Yes, you can, but you'll have to edit the suite in the custom_cyberware.xml file. You'll find the name of the cybersuite there, just change the grade to Alphaware (case sensitive, iirc). It will only work as Alpha grade, though, so if you want a different grade, you'll have to create an identical suite and give it the appropriate grade yourself. C&P in the .xml is the easiest way to do this.



okey, thanks
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Nebular
post May 18 2013, 08:53 PM
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QUOTE (Backgammon @ May 16 2013, 05:36 PM) *
Correct, Jarhead. I actually saw a Chummer release log that said cyborgs are supported... just can't find out how to make one

Ah, I see. Forgot there was the Cyborg types from Augmentation. Unfortunately this isn't something that Chummer handles since it is basically a drone with character attributes.
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Nebular
post May 18 2013, 08:54 PM
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QUOTE (Kiirnodel @ May 17 2013, 10:03 AM) *
A quick little glitch that I noticed. The Spell Body Glove is listed as having a source of LoP, when it seems like it should be LOP. Notice the capital letter 'O', a minor that I've already fixed in my spells data file, but it should probably be fixed for everyone.

Off hand, I'm not sure if it was actually a problem with the spells or the book, I fixed it in the spells data file, but I haven't checked for consistency in any other files...
QUOTE (SpellBinder @ May 17 2013, 02:40 PM) *
Funny, as I just checked the data files on my end and found that it was listed as "LOP" already.
Just checked my version (non-dev one) and it's listed as LOP with a capital O as well. Not sure why yours was with a lower case one.
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