Chummer Character Generator, Thread #2 |
Chummer Character Generator, Thread #2 |
Jun 9 2012, 03:24 AM
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#701
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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 |
For the goop gun, I think you're supposed to put the freeze foam into the capsule rounds (heavy weapons). It makes the most amount of sense, since chemical rounds (which the freeze foam is) would use capsule rounds. For water, I have no bloody clue. For a vehicle main gun, those would be some massively large capsules. From the weapon's description it sounds like it's designed to be able to immobilize a person in a single shot by launching an undetermined amount of freeze foam directly (and even the entry on freeze foam fails to include what the volume per does is), and it has relatively poor range compared to most of the other main guns. |
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Jun 9 2012, 10:50 AM
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#702
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Target Group: Members Posts: 74 Joined: 26-January 12 Member No.: 48,220 |
I have a small change request:
could you please make the linked file option with a relative position of the linked file? I regularily synchronize my chummer files from my tablet to my PC. However they are on differently named drives (F: and D: respectively). Therefore when I link a specific character file within a character (for example contact or spirit), I cannot open the linked file on the other machine as the link does not work (different drive). A relative position of the file should work fine however. |
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Jun 9 2012, 01:50 PM
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#703
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Moving Target Group: Members Posts: 732 Joined: 5-April 08 From: Ottawa, Canada Member No.: 15,847 |
For a vehicle main gun, those would be some massively large capsules. From the weapon's description it sounds like it's designed to be able to immobilize a person in a single shot by launching an undetermined amount of freeze foam directly (and even the entry on freeze foam fails to include what the volume per does is), and it has relatively poor range compared to most of the other main guns. So, then how would it be done? You would just store 25 x 50 nuyen worth of goop in the weapon itself? And how would you put in additional ammunition? The capsule rounds make the most logical sense. You fire, the capsule breaks, and the target's gooped. The freeze foam activates on contact with the air - you couldn't really store it any other way. |
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Jun 9 2012, 06:57 PM
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#704
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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 |
Well, the freeze foam description itself says it begins to harden almost immediately when released and exposed to air. Guess it'd be a bit like super glue, how there's air in the bottle yet the stuff doesn't solidify until after you've squeezed it out. The ammo itself could be special shotgun like shells that discharges the foam from the weapon itself (think to Ghost In The Shell : Stand Alone Complex, episode 2, near the end when Ishikawa uses an anti-multiped tank cannon; I tried looking for images). Such charges could be an equivalent of a single canister of freeze foam, and the SMG range (a mere 150m at most) it uses are likely from a mix of the foam getting too hard and dispersed to be really effective.
It really would've been nice if quality control had been on the ball with this cannon and ammo, but with the amount of errors and omissions I've found in my collection of material lately, I'm honestly not all that shocked or surprised. |
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Jun 10 2012, 12:26 PM
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#705
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Moving Target Group: Members Posts: 106 Joined: 27-March 10 From: California Member No.: 18,371 |
Edit: Removed previous post in light of replies. That'll teach me to post at 4 AM with no sleep. Nothing to see here, folks.
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Jun 10 2012, 03:13 PM
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#706
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The back-up plan Group: Retired Admins Posts: 8,423 Joined: 15-January 03 From: San Diego Member No.: 3,910 |
Thirty--That should be how the math works. If you take Surge I, then buy 10 points of metagenic qualities, it shows +5 in the Positive qualities which is the cost of Surge I. Appears to be working as directed.
The math for everything also works out if you lay out the numbers: Surge I (5) + Electrosense (10) - Free Points (10) = 5 Surge I (5) - Free Points (10) = -5 |
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Jun 10 2012, 07:17 PM
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#707
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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 |
It's weird, but how Chummer's handling the metagenetic qualities seems to be just fine. I've made several changeling characters, and aside from tracking the qualities that can or cannot be chosen as metagenetic (hence those extra qualities in my custom files batch) it's been working fine.
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Jun 10 2012, 09:04 PM
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#708
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Moving Target Group: Members Posts: 206 Joined: 21-November 09 Member No.: 17,893 |
From what I've seen in the Armor file and in Chummer itself, all of the Industrious items have their Fire and Chemical Protection Mods, and the Winterwear item includes its Insulation Mod. I'll add a field to the Spirit/Sprite entry to allow a name to be entered since the current field has been somewhat re-tasked to be the Metatype (my intention was for it to always be the Metatype, but that's apparently not how it was always used (IMG:style_emoticons/default/wink.gif) ). The helmet doesn´t have them(thats the only item I got). The text states that every single item has those plugins. And yes... I name and post notes to EVERYTHING. (IMG:style_emoticons/default/rotfl.gif) |
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Jun 11 2012, 07:41 PM
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#709
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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 |
Don't know if it's just me here, but my first venture into creating a stacked focus is resulting in a recurring error every time I try to bind said focus to the character:
CODE ************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object. at Chummer.frmCreate.treFoci_BeforeCheck(Object sender, TreeViewCancelEventArgs e) at System.Windows.Forms.TreeView.OnBeforeCheck(TreeViewCancelEventArgs e) at System.Windows.Forms.TreeView.TreeViewBeforeCheck(TreeNode node, TreeViewAction actionTaken) at System.Windows.Forms.TreeView.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) |
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Jun 12 2012, 03:40 AM
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#710
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Target Group: New Member Probation Posts: 8 Joined: 2-September 10 Member No.: 18,999 |
For lack of knowing where else to make a few small features requests:
• I would love to see a way to move a commlink from gear into my cyberware headware commlink slot. • It would be nice to be able to change the qty's of items that are inside a container, such as medkit supplies in a backpack, rather than having to delete and re-add the item. • Also, being able to move stuff into and out of 'containers' would be nice as well, or being able to reorder items that are inside a container, like the way you can reorder gear that is *not* in a container. • Would be nice to be able to still use a PACKS like service/feature after a character goes live. So that if I have a prebuilt/modded weapon, vehicle, or commlink (etc.) set up as a pack, I can buy the whole thing in one click rather than having to "rebuild" it. • On that same note, it would also be nice to be able to be more selective as to which items get made into a pack rather than having to add all or none of the items in a category. • Further on that note, it would be awesome to be able to create a "PACK" on the fly. that is, click "create PACK" and then create the gear pack right there in its own window, rather than having to create the whole setup first and then export it. As an ex code monkey, I know some of these would be a bit of work, but they would be wonderful to see implemented if it's possible and there is time one of these days. |
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Jun 13 2012, 12:49 PM
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#711
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Shooting Target Group: Members Posts: 1,647 Joined: 22-April 12 From: somewhere far beyond sanity Member No.: 51,886 |
Hi!
Found a bug, I think: Battle Rifles count the Submachine Guns specialization to their dice pools Also, a feature request: When adding an imaging scope to a weapon, you usually can upgrade it further with vision enhancements. Currently it is not possible to add an accessory to an acessory (IMG:style_emoticons/default/smile.gif) |
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Jun 13 2012, 02:16 PM
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#712
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
I'll look at these when I get a chance. Unfortunately my cable has been out for the past day leaving me without my land line or internet, and Shaw is taking their sweet time to come around and fix the problem. Here's hoping I'm back up by Friday night. (IMG:style_emoticons/default/nyahnyah.gif)
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Jun 13 2012, 06:46 PM
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#713
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Target Group: New Member Probation Posts: 8 Joined: 2-September 10 Member No.: 18,999 |
Also, I've noticed that even after making a character 'Live' (convert to career mode), you can still edit Their knowledge skills however you want. Not the ratings mind you, but the skills themselves, via either drop down combo box selection, or typing into the fields. Is there a way to lock these down for career mode?
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Jun 15 2012, 12:45 AM
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#714
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
The Dice Pool for casting a spell is including a power focus the character has, but the tool tip is not including it. The Resist Drain for a spell that is limited does not include the limited in the dice pool, but the tool tip includes it. This is working correctly from what I can see in both Create and Career modes. The Dice Pool for casting a Spell only shows the Spellcasting Rating since the Power Focus is already factored into it, so showing it again in the tooltip would be misleading (it would show Spellcasting's total Rating including Power Focus Rating + Power Focus Rating). The Drain Resistance bonus for Limited Spells is also appearing correctly from what I'm seeing. |
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Jun 15 2012, 12:47 AM
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#715
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Also, I've noticed that even after making a character 'Live' (convert to career mode), you can still edit Their knowledge skills however you want. Not the ratings mind you, but the skills themselves, via either drop down combo box selection, or typing into the fields. Is there a way to lock these down for career mode? There was a reasoning behind leaving them like this... I think... I just can't remember if that's correct and/or why. I'll think about it for the next few days and see if I remember anything. If not, I'll lock it down. (IMG:style_emoticons/default/smile.gif) |
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Jun 15 2012, 12:51 AM
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#716
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Vehicle Weapons: I'm having a hell of a time giving ammunition for the water gun and for the glop gun. I figured the latter would be a capsule round firing freeze foam, since it didn't accept normal freeze foam as ammunition. And I've no idea how to add water as ammunition. :\ I'll have this fixed in the next update. I'm going to add Ammo: Freeze Foam to the Ammo list so that the Glop Cannon can properly load it. I'm also going to add support for marking Weapons as not actually requiring Ammo to reload in the XML files, so the Water Cannon and things like the Stun Baton will no longer require wacky Ammo to use. Just hit the Reload button and off you go. |
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Jun 15 2012, 12:57 AM
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#717
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Hi! Found a bug, I think: Battle Rifles count the Submachine Guns specialization to their dice pools Also, a feature request: When adding an imaging scope to a weapon, you usually can upgrade it further with vision enhancements. Currently it is not possible to add an accessory to an acessory This seems to be working correctly. Battle Rifles (like Submachine Guns) use the Automatics Active Skill. If you have a Specialization in Automatics that matches the name of the selected Battle Rifle (such as L-493), then bonus will be applied to that Weapon's Dice Pool. The name needs to match the Weapon's name exactly in order to work. The Imaging Scope will allow Vision Enhancements plugins in the next update; it's just a change to the data file but it needs the next version of the app since some of the other Weapon properties have been modified as well. |
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Jun 15 2012, 05:19 AM
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#718
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Target Group: Members Posts: 10 Joined: 26-February 02 Member No.: 1,275 |
Hello. I seem to be having an issue with the Chummer program. I have a character with the Linguist positive quality. +2 to language rolls. Intuition at 4. English at 4 calculates to 10 correctly. Japanese at 1 calculates as 5. Japanese at 2 calculates as 7. At 3 it's 8. 4 it's 10. Beyond that it calculates normally. It does the same thing if I lower English or set any other language skill. Is there a miscalculation in the program or am I just missing some detailed rule? I didn't see anything about a limit to the Intuition attribute when I reviewed the language skill section.
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Jun 15 2012, 06:12 AM
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#719
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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 |
I think a few key words, and a rule. The Linguist quality is a skill modifier, not a dice pool bonus, therefore it adds a bonus at half (round down) the skill rating to a maximum of +2. You'll want to double check the quality entry, then read the Skill Ratings section in SR4a on page 68. It should make sense then.
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Jun 15 2012, 07:59 AM
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#720
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Target Group: New Member Probation Posts: 8 Joined: 2-September 10 Member No.: 18,999 |
Is there a way to add an option so that your hacking, electronic warfare, cyber combat, data search and computer dice pools in the skills tab don't add your logic into the pool? Since these rolls in game are based on program rating + skill instead of Logic + Skill, it would be nice to have it just give the full skill + modifiers, that way i can add my own program rating in without having to subtract out my logic as well.
Even better than that: would it be possible to just add in a dice/skill rolling icon/link to the programs listed on your commlink (similar to the way technomancer complex forms have a calculated roll option)? That way you wouldn't have to reprogram the skills tab at all, and would instead just have to add a touch of code to the commlink display area and have it calculate program rating + skill + modifiers there. This would further allow for people to see both ways of calculating their hacking dice pools for those people who use the optional hacking dice pools from unwired. |
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Jun 15 2012, 09:30 AM
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#721
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Shooting Target Group: Members Posts: 1,647 Joined: 22-April 12 From: somewhere far beyond sanity Member No.: 51,886 |
This seems to be working correctly. Battle Rifles (like Submachine Guns) use the Automatics Active Skill. If you have a Specialization in Automatics that matches the name of the selected Battle Rifle (such as L-493), then bonus will be applied to that Weapon's Dice Pool. The name needs to match the Weapon's name exactly in order to work. The Imaging Scope will allow Vision Enhancements plugins in the next update; it's just a change to the data file but it needs the next version of the app since some of the other Weapon properties have been modified as well. First off: Thanks for the update, you're awesome (IMG:style_emoticons/default/smile.gif) But what I mean, is that my character has a dice pool von 18 in the "Automatics" skill, which is specialized to "Submachine Guns", so it's 20, when she's using an Ingram Smartgun e.g. Now that you've mentioned it, I've tested it again, and not only the Battle Rifle profits from the specialization, but also every other automatic. So, if I give her an assault rifle, battle rifle, or a machine pistol, she gets 20 dice instead of the correct 18. |
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Jun 15 2012, 10:33 AM
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#722
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Target Group: Members Posts: 74 Joined: 26-January 12 Member No.: 48,220 |
There was a reasoning behind leaving them like this... I think... I just can't remember if that's correct and/or why. I'll think about it for the next few days and see if I remember anything. If not, I'll lock it down. (IMG:style_emoticons/default/smile.gif) There is one reason I can think of: skillsofts, if you have a particular skill which could be added as a skillsoft (for example language) you need to have a skill at level 0, to show this skill in the printed char sheet. When changing the skillsoft you need to change the name otherwise the skillrating is not shown when printing. |
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Jun 15 2012, 10:41 AM
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#723
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Target Group: Members Posts: 74 Joined: 26-January 12 Member No.: 48,220 |
First off: Thanks for the update, you're awesome (IMG:style_emoticons/default/smile.gif) But what I mean, is that my character has a dice pool von 18 in the "Automatics" skill, which is specialized to "Submachine Guns", so it's 20, when she's using an Ingram Smartgun e.g. Now that you've mentioned it, I've tested it again, and not only the Battle Rifle profits from the specialization, but also every other automatic. So, if I give her an assault rifle, battle rifle, or a machine pistol, she gets 20 dice instead of the correct 18. Could it be that you have forgotten your smartlink? the +2 from smartlink (if the character has it and is using a gun with smartgun system) is also added to the pool. |
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Jun 15 2012, 10:43 AM
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#724
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Shooting Target Group: Members Posts: 1,647 Joined: 22-April 12 From: somewhere far beyond sanity Member No.: 51,886 |
Nope, already factored in (IMG:style_emoticons/default/smile.gif)
Edit: Found something else while screwing around with new armour (IMG:style_emoticons/default/smile.gif) Chummer throws an error when clicking on the included chemical protection of the cyberpirate jacket I don't know what you need from the error message, but let me know if you can't reproduce it, and I'll happily provide it. |
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Jun 15 2012, 08:31 PM
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#725
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Target Group: New Member Probation Posts: 8 Joined: 2-September 10 Member No.: 18,999 |
can you post a screen shot so we can see what you're seeing?
I can't reproduce this error... |
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