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> Chummer Character Generator
SpellBinder
post Jun 23 2011, 03:36 AM
Post #1001


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If the dice roller will automatically call up your Edge score (which I think is a good idea for a dice roller), then there's another optional rule that'll have to be tracked. It's right in the SR4a book for modifying the game, where when you spend Edge your Edge DP is your current spent Edge score. I have a feeling it'll mean a lot of work to code this in.
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Nebular
post Jun 23 2011, 03:56 AM
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My goal was to get some feedback on the idea, and the general consensus is that nobody is strong opposed to it, but there would be some obvious... er... challenges. (IMG:style_emoticons/default/smile.gif) I can't say for certain whether or not this will make it into the app at any point right now. I'll shove this in the back of my mind and let it mull it over for a while to see if it hits upon any great ideas or major stumbling blocks. For now at least, it's the last item on my list. But remember, I said Free Spirits and A.I.s would likely not happen and here they are, so anything is possible! (IMG:style_emoticons/default/biggrin.gif)
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Bobby
post Jun 23 2011, 03:56 AM
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Damage and Condition Monitor Penalty

The way Chummer calculates the Condition Monitor Penalty seems to be off: you're supposed to be at -1 for every 3 boxes of damage on a given track, but Chummer adds together all the modifiers. This means if you're suffering 6 boxes, Chummer penalizes you 3 not 2, and for 9 damage you're penalized 6 not 3.


QUOTE (SR4a page 163)
Wound Modifiers
As a character records damage on his Condition Monitor, he suffers
certain effects that simulate real-life injuries. For every 3 boxes of cumulative
damage taken on a Condition Monitor track, the character
suffers a –1 wound modifier. These wound modifiers are cumulative,
so a character who has taken 6 boxes of Physical and 3 boxes of Stun
suffers a total –3 wound modifier.


With those wounds Chummer currently inflicts -4 not -3, as Chummer inflicts -3 and -1, rather then the intended -2 and -1.

I believe 'cumulative' is used to mean between the tracks not within a track.
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SpellBinder
post Jun 23 2011, 04:09 AM
Post #1004


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I'd say no real rush on the dice roller thing. I keep thinking there's more pressing issues in the functionality of the core program as opposed to expanding options, like Bobby's mention about the wound track DP modifiers (and I think my mention about the additional clip mod for firearms got lost in the shuffle).
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Nebular
post Jun 23 2011, 04:22 AM
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QUOTE (Bobby @ Jun 22 2011, 09:56 PM) *
Damage and Condition Monitor Penalty

The way Chummer calculates the Condition Monitor Penalty seems to be off: you're supposed to be at -1 for every 3 boxes of damage on a given track, but Chummer adds together all the modifiers. This means if you're suffering 6 boxes, Chummer penalizes you 3 not 2, and for 9 damage you're penalized 6 not 3.

With those wounds Chummer currently inflicts -4 not -3, as Chummer inflicts -3 and -1, rather then the intended -2 and -1.

I believe 'cumulative' is used to mean between the tracks not within a track.

Holy crap, that's not right! This will be fixed in the next update.
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Nebular
post Jun 23 2011, 04:26 AM
Post #1006


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QUOTE (SpellBinder @ Jun 22 2011, 10:09 PM) *
I'd say no real rush on the dice roller thing. I keep thinking there's more pressing issues in the functionality of the core program as opposed to expanding options, like Bobby's mention about the wound track DP modifiers (and I think my mention about the additional clip mod for firearms got lost in the shuffle).

I apparently completely missed this one. Probably thought it was something to do with the spare clip discussion (or missed entirely some other way). It's actually on the list now. (IMG:style_emoticons/default/smile.gif)
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SpellBinder
post Jun 23 2011, 05:39 AM
Post #1007


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Cool. Just don't forget that the capacity of pistols is cut to 75% when they have an additional clip (which I would think is negated by the extended clip mod).
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Fyndhal
post Jun 23 2011, 02:03 PM
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QUOTE (Nebular @ Jun 22 2011, 10:56 PM) *
My goal was to get some feedback on the idea, and the general consensus is that nobody is strong opposed to it, but there would be some obvious... er... challenges. (IMG:style_emoticons/default/smile.gif) I can't say for certain whether or not this will make it into the app at any point right now. I'll shove this in the back of my mind and let it mull it over for a while to see if it hits upon any great ideas or major stumbling blocks. For now at least, it's the last item on my list. But remember, I said Free Spirits and A.I.s would likely not happen and here they are, so anything is possible! (IMG:style_emoticons/default/biggrin.gif)



Fair enough. I figured it was a stretch, in any case. (IMG:style_emoticons/default/smile.gif)
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McDougle
post Jun 23 2011, 05:26 PM
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I bet ur current to-do-list is long, eh?

I don´t even remember what all the suggestions were that i made since the last update... but I´ll check the thread with the next update-summary when it comes out. (IMG:style_emoticons/default/nyahnyah.gif)
Many thoughts go down in this thread. It is deep and dark in these waters. (IMG:style_emoticons/default/ork.gif)
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Nebular
post Jun 23 2011, 06:15 PM
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Every time I put a dent in the list, someone puts a few more in it. (IMG:style_emoticons/default/biggrin.gif) A lot of them have been taken care of in the next update which should be available this evening! Also fixed up a few things I found while adding this stuff in... like if you try to add a Quality in Build Mode which would put you over the BP/Karma limit for Qualities, the Quality doesn't get added and you don't lose/gain the points, but you still get all of the bonuses/penalties from it. Same thing happens for anything with a Nuyen cost in Career Mode when you don't have enough to pay for it. Whoops!
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Nebular
post Jun 23 2011, 06:17 PM
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QUOTE (SpellBinder @ Jun 23 2011, 12:39 AM) *
Cool. Just don't forget that the capacity of pistols is cut to 75% when they have an additional clip (which I would think is negated by the extended clip mod).

Yeah, just like the other percentage modifiers, you add 'em all together, then apply them to the base Weapon, so the -25% and +25% will cancel each other out. For some silly reason, I had Chummer applying them one at a time in the current build. This is corrected in the next update (along with adding support for Additional Clip).
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ShadowWalker
post Jun 23 2011, 07:37 PM
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So no reply on my questions about AIs.

My suggestion, for Inherent Programs, is as follows:
AIs get a number of Inherent Programs equal to their rating for free.
The rating of the Inherent Program is figured based off of an associated stat as shown on the table on page 89 of Unwired.
Every Inherent Program has Ergonomic and Optimization as Program Options for free.
The Rating for Optimization should be equal to the System Rating of the AI. If an AIs System Rating increases the rating for Optimization should also increase.
No other Program Options can be placed on Inherent Programs.
Inherent Program can not be increased during character creation.
AIs with the Ghost in the Machine negative quality do not start with any free Inherent Programs.
The cost for increasing Inherent Programs equals the new rating in Karma.

There should be a way for the AI to select one of their devices as their home node.
The devices ratings should have modified ratings based on the table on page 90 of Unwired. These should be displayed in the same same way that attributes are shown, base and modified.
The maximum base rating of the devices that can be selected is based on their lifestyle.

As an Option, default unchecked, allow for buying new Inherent Programs at a cost of 2 Karma. New Inherent Programs have Optimization at a Rating equal to System and Ergonomic for free.
The maximum number of Inherent Programs an AI can have is equal to their Rating.

Currently as the rules are written there is nothing that states what the Optimization's Rating is, but since the maximum Rating of an Inherent Program is double System, having it at System makes sense.
There are no rules on buying new Inherent Programs, but it makes sense to me that they should be able to do so. Who in their right mind would make an AI at a rating under 6 and loose out, or worse having none
with the Ghost in the Machine negative quality.
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Irian
post Jun 23 2011, 08:04 PM
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I just encountered the knowledge skill bug that was mentioned a while ago, when restarting and loading my character, Chummer just "forgot" that the character had 38 karma in knowledge skills and only remembered two languages, the rest... Poof.
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Nebular
post Jun 23 2011, 08:19 PM
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QUOTE (Irian @ Jun 23 2011, 02:04 PM) *
I just encountered the knowledge skill bug that was mentioned a while ago, when restarting and loading my character, Chummer just "forgot" that the character had 38 karma in knowledge skills and only remembered two languages, the rest... Poof.

Could you email me the character this is happening to? (nebular@shaw.ca) I can't seem to reproduce this and can't think of a reason as to why this would be happening.
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Crazy Ivan
post Jun 23 2011, 08:29 PM
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Yeah, I'm running out of ideas that I could ask for in a Generator...Expanded knowledge skills maybe? Not really a big thing, but its an idea.
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ShadowWalker
post Jun 23 2011, 09:06 PM
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QUOTE (Crazy Ivan @ Jun 23 2011, 04:29 PM) *
Yeah, I'm running out of ideas that I could ask for in a Generator...Expanded knowledge skills maybe? Not really a big thing, but its an idea.

You could put those in a custom file. I had started to take the knowledge skills from the excel spread sheet and put them into a custom file, but I've not finished doing that.

Although it would be nice to be able to save into a custom skills file any knowledge skills or exotic skills you manually enter on a character.
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Nebular
post Jun 23 2011, 09:07 PM
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Update time! This should take care of all of the Karma/Nuyen Expense undo stuff that I had planned.

Build 126
  • added Expense Undo support for Nuyen: Armor Mod, Nuyen: Weapon Accessory, Nuyen: Weapon Mod, Nuyen: Vehicle Mod, Nuyen: Vehicle Gear, Nuyen: Vehicle Weapon, Nuyen: Vehicle Weapon Accessory, Nuyen: Vehicle Weapon Mod, Nuyen: Increase Lifestyle, Karma: Add Spell, Karma: Skill Specialization, Karma: Skill Group Rating, Karma: Skill Rating, Karma: Metamagic/Echo, Karma: Initiate Grade, Karma: Add Martial Art, Karma: Martial Art Rating, Karma: Martial Art Maneuver, Karma: Add Complex Form, Karma: Improve Complex Form, Karma: Add Complex Form Option, Karma: Improve Complex Form Option
  • reorganised Options window into tabs so it is less cluttered
  • fixed an issue that prevented Technomancers from improving their Complex Forms when the maximum Rating equaled their RES Attribute
  • deleting a Complex Form Option now actually removes it from the Complex Form
  • Skillsofts Complex Forms and Complex Form Options now only cost an amount of Karma equal to the Complex Form Improvement cost (default 1)
  • Skillsofts Complex Forms now require the character to have the Biowire Echo
  • Select Quality window now lets any Quality be selected when Ignore Rules is turned on
  • selecting the Selected Vehicle item when any Vehicle has a Sensor Plugin no longer throws an error
  • added support for the optional rule to ignore Armor Encumbrance when only a single piece of Armor is worn (disabled by default)
  • list of sourcebooks in the Options window no longer requires the book to be selected before it can be checked/unchecked
  • Update window now appears when updates are downloading and Automatic Updates are enabled so it doesn't appear as though the application has hung
  • added support for changing a character's Metatype while in Create Mode (found in the Special menu)
  • Free Contacts and Free Knowledge Skills options now show the proper checked status after saving options
  • right-clicking on a file name in the most recently used list now makes it sticky so it always appears in the menu (right-click again to un-sticky)
  • Source labels now show the full book name in a tooltip when you hover over them
  • Qualities no longer add their Improvements to the character if they cannot be added because of BP/Karma limitations
  • Bioware, Cyberware, Gear, Armor, and Armor Mods no longer add their Improvements to the character if they do not have enough Nuyen to purchase them in Career Mode
  • Used Vehicles no longer throw an error when trying to add them to a character in regions that use "," to separate decimal places
  • Condition Monitor penalties have been corrected to use the highest value, not cumulative
  • Weapons now use the total ammo bonus modifier for all Mods instead of applying each bonus separately
  • added support for Additional Clip adding a second clip to the Weapon
  • Firing Selection Weapon Mods are now a separate item for each Mode that can be selected and add their Mode to the Weapon
  • Complex Form Options have been added to printout XML
  • Complex Form Options now appear on character sheets
  • Text-Only character sheet not prints Complex Forms when applicable
  • all Critter Powers are removed from the character if access to the Critters tab is lost
  • Infected Qualities now grant access to the Critters tab and add the appropriate Critter Powers
Outstanding Items
  • Dice Rolling for Stat?
  • MAG/RES Affected by ESS Loss
  • Support for Mutant and Toxic Critters Conversion
  • Copy Character Gear to Another Character
  • House Rule: Power Points from Initiation
  • Spare Clips?
  • Cheat Sheets?
  • Modular Electronics
  • Multiple Capacity Items
  • House Rule: Essence Affects Maximum MAG/RES
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Irian
post Jun 23 2011, 09:19 PM
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Another strange thing I noticed: When starting Chummer, it updated itself, starting a new .exe - but in the background, in the Resource Monitor, Chummer was still loading data for a whole while.
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Crazy Ivan
post Jun 23 2011, 09:33 PM
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QUOTE (ShadowWalker @ Jun 23 2011, 05:06 PM) *
You could put those in a custom file. I had started to take the knowledge skills from the excel spread sheet and put them into a custom file, but I've not finished doing that.

Although it would be nice to be able to save into a custom skills file any knowledge skills or exotic skills you manually enter on a character.


Yeah, I know. Its more for the ideas. Everynow and then, I don't know what to do for a character as far as knowledge skills, and its nice to browse through ideas and strike something up. Like I said, it isn't a big deal.
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Crazy Ivan
post Jun 23 2011, 09:59 PM
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Speaking of knowledge skills, the drop down doesn't have anything at all anymore. Glitch or intention?
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Nebular
post Jun 23 2011, 10:03 PM
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Uh.... that's... not good.
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Crazy Ivan
post Jun 23 2011, 10:20 PM
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Happening in your version as well?
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SpellBinder
post Jun 23 2011, 10:24 PM
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QUOTE (Crazy Ivan @ Jun 23 2011, 03:59 PM) *
Speaking of knowledge skills, the drop down doesn't have anything at all anymore. Glitch or intention?

Not sure, but I haven't updated to 126 yet (still at 123) and noticed this issue is present. Even the few extra knowledge skills I added with a custom XML don't show.

At least the entries are free form, so all that's really lost is that easy reference list of what can be a knowledge skill (a hurdle the size of Mt. Everest for new players).
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Nebular
post Jun 23 2011, 10:31 PM
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Yup. Thankfully I'm using source code control so it's easy to find what exactly I screwed up. Populating the list of Knowledge Skills was something that was handled by the Uneducated property of the Skill control. When Uneducated changed (was made right), that property went away, along with all of that code. I've put it back and have it populating when it becomes a Knowledge Skill now, so everything is back to normal. And on that note... (brace yourselves, this is a big update)... (IMG:style_emoticons/default/biggrin.gif)

Build 127
  • Knowledge Skill list is properly populated again
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SpellBinder
post Jun 23 2011, 11:13 PM
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Wow, right fast on that one.

And a couple of things I noticed in testing in career mode. As far as I'm aware of, with an additional clip you can have two different types of ammo loaded in the weapon; type A in one clip & type B in the other. There's currently no support for this.

Also the Eichiro Hatamoto II's description says it "fires a large-bore shotgun round.", so would actually use shotgun ammo and not heavy pistol ammo. The Taurus Multi-6 is another ammo-odd weapon in that it can use light pistol or heavy pistol ammo, and I noticed there's no grenade launcher option for the Colt M22A3. (all arsenal weapons)
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