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> Chummer Character Generator
Nebular
post Jun 27 2011, 12:27 AM
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QUOTE (Gwynfallan @ Jun 26 2011, 05:19 PM) *
I understand updating and improving Chummer is an on-going process (and can't thank you enough for your continued dedication), but decided it wouldn't hurt to ask a few simple questions that might be *facepalm* related rather than bug related.

1) Are there plans to include Composure, Judge Intentions, Lift/Carry, or Memory (SR4 138) to the character sheets any time soon or will they need to be penciled in for a while longer?
2) Is there any chance you'll be fixing the Knoweldge skills (primarily Area Knoweldge) in the Data/Skills file to Knowledge skills? I correct the spelling with each new release.
3) Were Massaging Liners (AR 46) skipped purposely or accidentally? Most everything else in Arsenal seems to have been added, but that one item seems to elude me as either a separate piece of armor or as an add-on.

1) I've added it to The List O' Stuff. (IMG:style_emoticons/default/smile.gif)
2) has been fixed. I've uploaded the corrected Skills file. I never even noticed those before.
3) is already there. They are an Armor Mod for the Victory Clothing line. (Select a piece of Victory clothing that has been added to your character, right-click or hit the dropdown on the Armor button, select Armor Mods, and should appear in the list)
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Nebular
post Jun 27 2011, 12:28 AM
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QUOTE (ShadowWalker @ Jun 26 2011, 05:29 PM) *
Would be a good idea to list which items required fixing in the data file. That way Nebular doesn't need to go hunting to find it.

Find/Replace is my friend and does all of the work! (IMG:style_emoticons/default/biggrin.gif)
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McDougle
post Jun 27 2011, 12:33 AM
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I was hoping that you would have it included when i get back from the weekend-trip(present time! (IMG:style_emoticons/default/biggrin.gif) ). ^^


1. Will you implement one/some of my other suggestions in the future(indepedent preview-windows ec.)?

2. I think it would be more efficient to change "Create new character" to "Karma-Build", or "BP-Build" in the tabs. You could even set the font of those repeating statements down a bit, so it stands up from the actual charname and doesnt take up so much space(i tend to open several chars side by side).
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ShadowWalker
post Jun 27 2011, 01:49 AM
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QUOTE (Nebular @ Jun 26 2011, 08:28 PM) *
Find/Replace is my friend and does all of the work! (IMG:style_emoticons/default/biggrin.gif)


That is true, but you still have to go hunting for the spelling/typos. If someone notices something it would be better to just list them so you don't have to go looking for them.
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ShadowWalker
post Jun 27 2011, 01:52 AM
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QUOTE (McDougle @ Jun 26 2011, 08:33 PM) *
I was hoping that you would have it included when i get back from the weekend-trip(present time! (IMG:style_emoticons/default/biggrin.gif) ). ^^


1. Will you implement one/some of my other suggestions in the future(indepedent preview-windows ec.)?

2. I think it would be more efficient to change "Create new character" to "Karma-Build", or "BP-Build" in the tabs. You could even set the font of those repeating statements down a bit, so it stands up from the actual charname and doesnt take up so much space(i tend to open several chars side by side).


Actually I would suggest using what's entered in Character Name and Alias as what goes in the tabs.
John Doe (Killer Bunny)

or something like that.
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Nebular
post Jun 27 2011, 04:10 AM
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QUOTE (ShadowWalker @ Jun 26 2011, 08:52 PM) *
Actually I would suggest using what's entered in Character Name and Alias as what goes in the tabs.
John Doe (Killer Bunny)

or something like that.

That's what I want to do, but one step at a time. I had to get the tabs just working first. (IMG:style_emoticons/default/smile.gif)
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Gwynfallan
post Jun 27 2011, 08:43 AM
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QUOTE (ShadowWalker @ Jun 26 2011, 03:29 PM) *
Would be a good idea to list which items required fixing in the data file. That way Nebular doesn't need to go hunting to find it.

Sorry, thought I was being clever by bold facing the transposition errors in the spelling...most every use of the word "knowledge" in the Skills Data file has an "el" transposition error. I edited the previous post to clarify this.
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Nebular
post Jun 27 2011, 01:46 PM
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QUOTE (McDougle @ Jun 26 2011, 07:33 PM) *
1. Will you implement one/some of my other suggestions in the future(indepedent preview-windows ec.)?

All I can tell you is the same thing I tell everyone else: Maybe. (IMG:style_emoticons/default/smile.gif)
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McDougle
post Jun 27 2011, 03:30 PM
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QUOTE (Nebular @ Jun 27 2011, 03:46 PM) *
All I can tell you is the same thing I tell everyone else: Maybe. (IMG:style_emoticons/default/smile.gif)

That has to be enough then. (IMG:style_emoticons/default/wink.gif) U already did alot. (IMG:style_emoticons/default/cyber.gif)
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Burrito Al Pasto...
post Jun 28 2011, 02:35 AM
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Vehicles and drones which naturally have more armor than body are having their speed and acceleration reduced as though they had taken armor mods.

The available Qualities to AI characters don't change when "Show Only Qualities I Can Take" is unchecked. (Even if you select "Ignore Character Creation Rules" at the BP/Karma selection dialog.) I would consider this a major issue with the implementation of AIs, given that a GM would be perfectly reasonable to allow, say, Signature.
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Nebular
post Jun 28 2011, 03:44 AM
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QUOTE (Burrito Al Pastor @ Jun 27 2011, 09:35 PM) *
Vehicles and drones which naturally have more armor than body are having their speed and acceleration reduced as though they had taken armor mods.

Could you give me an example of two of the Vehicles/Drones this is happening to so I know what to look for?
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SpellBinder
post Jun 28 2011, 04:50 AM
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Well, the GM-Nissan Doberman has an Accel of 10/25 & Speed of 75, but once selected it's reduced to 8/20 & 60. It shouldn't suffer a speed penalty unless it's given an armor mod with a rating of at least 13 (more than three times its body). Also noticed this with the Steel Lynx (large drone, Body 4 & Armor 9) as well as the Ares APC-52 (military APC, Body 16 & Armor 22). I'd wager that everything from PMV to the drones are suffering a speed penalty if their base armor is greater than their body.

Tested a thought with the Bloodhound Mk III (Body 5 & base Armor 1), and noticed that with a normal armor mod on that the Accel & Speed values dropped by 20% once the armor rating went to 6. These values shouldn't be impacted until the armor exceeds Body × 3 (or in the case of the Bloodhound, exceeds 15). Also tested on a Dodge Scoot (Body 4 & Armor 2) with concealed armor, and it did the same thing when the armor rating was set to 5 (should be 9 before they drop).
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Burrito Al Pasto...
post Jun 28 2011, 05:34 AM
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Oh, for the features list - any chance for support of priority character generation?

Also, any chance we'll get anything from the "Apocryphal Errata" thread - namely, a fix for the thing where it's currently free to play anything in karmagen? It feels a little bit wrong to not pay a single point to play a bear shapeshifter just because I'm karmagenning.
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ShadowWalker
post Jun 28 2011, 06:11 AM
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Not sure if this is applicable to the vehicle armour discussion, but the errata for arsenal has the following change to the armour/movement modifier.

QUOTE
pp. 132-133 Armor Modification
Insert the following text between the fourth and fifth
sentences to the final paragraph of the Armor modification description:
“When either of the Armor totals exceeds the vehicle’s
Body, reduce the vehicle’s Acceleration and Speed by 20%
(round up).”
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ShadowWalker
post Jun 28 2011, 07:23 AM
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Just noticed that Nexi are missing a way of selecting Signal when you are creating one.
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SpellBinder
post Jun 28 2011, 07:38 AM
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Ah, I see. Was confusing a later portion about the maximum armor a vehicle/drone could take.

But then either Chummer would have to recognize if the armor values of a vehicle/drone are stock and not modify Accel/Speed or the Accel/Speed values of the over-armored vehicles/drones be upped by 25% in the XML files to account for their heavy armor (which would mean that such vehicles/drones would get their 20% boost to speed if armor is stripped down). If the later is done, then the vehicles/drones that come with Smart Tires stock (like the Horizon Double Revolution & Tata Hotspur) should be adjusted and the tires modify Accel/Speed accordingly.

Also noticed that vehicle mods cannot be removed (like if you would want to remove the Hotspur's Smart Tires in favor of Racing Tires for a +30% boost in Speed).
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ShadowWalker
post Jun 28 2011, 07:55 AM
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When you buy a Fake SIN what is the Value it is asking for?

Also when you buy a Fake SIN and cancel on the Value it still pays for it and then doesn't put it in the gear list.

How do you handle additional costs such as those under Availability on page 312 SR4A. Where you can increase the cost in order to get extra dice in the test.
Or the Street Cost Table on the same page.
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Dakka Dakka
post Jun 28 2011, 08:10 AM
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QUOTE (ShadowWalker @ Jun 28 2011, 09:55 AM) *
When you buy a Fake SIN what is the Value it is asking for?
It's the name associated with the SIN.
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ShadowWalker
post Jun 28 2011, 08:16 AM
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QUOTE (Dakka Dakka @ Jun 28 2011, 03:10 AM) *
It's the name associated with the SIN.


Ah, makes sense, thanks.

The Enemy Negative Quality can also be a Group, just like Contacts.
Also when adding an Enemy in Career Mode it should probably treat doing so the same way that it does adding other Qualities and put it in the log.

When adding a complex form in Career Mode is does not confirm if you want to do so.

The Living Persona's Attributes are limited by the Resonance Attribute.

The Submersion History in Career Mode always lists the Grade as 1.
I'm thinking it's supposed to say, Grade 1, Grade 2 (task), Grade 3 (Network, Task) etc...
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SpellBinder
post Jun 28 2011, 08:28 AM
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QUOTE (ShadowWalker @ Jun 28 2011, 01:55 AM) *
...

How do you handle additional costs such as those under Availability on page 312 SR4A. Where you can increase the cost in order to get extra dice in the test.
Or the Street Cost Table on the same page.

Well, it looks like there's a button labeled "Nuyen Spent" that simply deducts a flat amount of money (whatever value you enter) from however much you have. Just change the description to whatever makes sense to you that you're paying above market for whatever it is that you're buying in a hurry.

However, having an option to check at the time of purchase of an item that you're going to pay 250% more for an item (max for +10 dice) can make it easier for the mathematically challenged. Same goes too for Street Costs (SR4a, page 312).
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ShadowWalker
post Jun 28 2011, 08:54 AM
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QUOTE (SpellBinder @ Jun 28 2011, 03:28 AM) *
Well, it looks like there's a button labeled "Nuyen Spent" that simply deducts a flat amount of money (whatever value you enter) from however much you have. Just change the description to whatever makes sense to you that you're paying above market for whatever it is that you're buying in a hurry.

However, having an option to check at the time of purchase of an item that you're going to pay 250% more for an item (max for +10 dice) can make it easier for the mathematically challenged. Same goes too for Street Costs (SR4a, page 312).


I'm thinking just put a field in that lets you enter a number that will be treated as a percentage to be used to modify the cost. The final cost should be displayed somewhere.
ie: +20 or -20 would be used to increase/decrease the cost by 20%.

I also noticed that checking Free! or Do it Yourself does not display the modified cost anywhere on the window before you buy.

If you rollback the purchase of a Submersion Grade it does not remove the history.
The selecting of Echos is also not linked to a particular grade and isn't put in the log when added.

In Career Mode the Registered checkbox for Sprites is always greyed out and checked.

Sprite Critters should have access to the Complex Forms tab (without sprites).
The data file includes both the starting complex forms as well as the optional ones.
The list of complex forms that can be added should be limited to the optional ones.
The rating for the Complex Forms should be equal to the Rating of the Sprite.

I noticed that if I add the Technomancer quality to the Sprite it shows the Complex Form tab and the Complex Forms it's supposed to have are listed, and it's properly filtering the complex forms available to add based on optional ones.
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Argent
post Jun 28 2011, 12:04 PM
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Text only character sheet does not display the description, concept, and notes that the regular character sheet displays. Thanks.
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Dhuul
post Jun 28 2011, 12:53 PM
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It would be great if the MAG/RES-related skills were removed from the skill list if the character did not have the corresponding attribute/positive quality.

Another thing I'd like to see ist a list of skills that are in a given skill group when hovering over said skill group.

I know both of these are pure cosmetic changes, but they would make using Chummer even easier.
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Nebular
post Jun 28 2011, 01:05 PM
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QUOTE (Dhuul @ Jun 28 2011, 06:53 AM) *
Another thing I'd like to see ist a list of skills that are in a given skill group when hovering over said skill group.

This has been there for quite some time. Hover over the Skill Group name for about a second and it should pop up a tooltip that says "Skills in this Group: [whatever]".
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Nebular
post Jun 28 2011, 01:13 PM
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QUOTE (ShadowWalker @ Jun 28 2011, 02:16 AM) *
Also when adding an Enemy in Career Mode it should probably treat doing so the same way that it does adding other Qualities and put it in the log.

Enemies are considered to be Negative Qualities, so you don't gain Karma by taking them during play.
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