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Nebular
post Apr 29 2011, 03:54 AM
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QUOTE (redwulf25 @ Apr 28 2011, 10:08 PM) *
Odd error. While modifying a Horizon-double revolution with an Engine Customization for Acceleration I got an error that says the object reference isn't set to an instance of an object. I've included the details it give me in a spoiler box in case it helps tell you what went wrong.

I'll have a look at this tomorrow and see what's misbehaving. Should be fixed in the next update.
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Nebular
post Apr 29 2011, 04:03 AM
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Wow. You step out for part of the evening for a band rehearsal and things go wild. (IMG:style_emoticons/default/smile.gif)

So our old friends the Cyberlimbs. I have Cyberlimbs reporting their Attributes now so the difficult part is taken care of. Just have the figuring out the augmented value left, so I want to make sure that what I understand from everything said here is correct and will be implemented properly. Here we go...

2 Legs + 2 Arms + Torso = all 5 limbs. If a limb isn't replaced, you use the character's Attributes. If it is replaced, you use the Attribute of the limb. Formula is (Leg + Leg + Arm + Arm + Torso) / 5 = the Augmented score. Character has STR 3. Leg (cyber) STR 5 + Leg (meat) STR 3 + Arm (cyber) STR 6 + Arm (meat) 3 + Torso (meat) 3 = 20. 20 / 5 = 4. So the character would show STR 3(4). Correct? (IMG:style_emoticons/default/biggrin.gif)
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Yerameyahu
post Apr 29 2011, 04:34 AM
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I think that is right. It's up to the GM to know the special cases (single limb, coordinated limbs, natural Body for toxins/drugs/disease, etc.).
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Nebular
post Apr 29 2011, 04:42 AM
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Agreed. Special cases are another demon altogether and are up to the player/GM to handle. This will be in the next update then so we can all make sure I did it right. (IMG:style_emoticons/default/smile.gif)
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ggodo
post Apr 29 2011, 04:59 AM
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Watching you two talk is confusing. Anyway, it's not showing my Complex Forms anywhere on the printed character sheet. Am I doing it wrong?
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Leoric
post Apr 29 2011, 09:38 AM
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QUOTE (Nebular @ Apr 29 2011, 06:03 AM) *
2 Legs + 2 Arms + Torso = all 5 limbs. If a limb isn't replaced, you use the character's Attributes. If it is replaced, you use the Attribute of the limb. Formula is (Leg + Leg + Arm + Arm + Torso) / 5 = the Augmented score. Character has STR 3. Leg (cyber) STR 5 + Leg (meat) STR 3 + Arm (cyber) STR 6 + Arm (meat) 3 + Torso (meat) 3 = 20. 20 / 5 = 4. So the character would show STR 3(4). Correct? (IMG:style_emoticons/default/biggrin.gif)


AFAIK, this is the RAW formula.

Well, I played a little with the Chummer CharGen (let's call it CCG), and found out some other things you might want to work on:

- In the Initiation Tab, the Add&more function doesn't work when adding metamagics. Also, when clicking on Ok without selecting any metamagic, I have an error message, see below:
[ Spoiler ]

- When bonding a power focus, it doesn't seems to add its rating as a "mod" bonus when calculating dice pools. As per RAW, it adds its rating to any test involving the Magic attribute, excepted for counterspelling.
- Similarly, Smartlink bonus doesn't seems to be added as a mod bonus for firearms skills. I do understand that it is not applicable all the tme because it needs a smartgun to benefit from, but i Think 99% of smartkinked PC uses smartguns, so it might be a good call to add the mod bonus.
- Armor for cyberlimbs is not calculated as per RAW: all cyberlimb armor is supposed to be cumulative, so if I wear a Jumpsuit (6/6) and have a cyberarm with armor 1/1, and a cyberleg with armor 2/2, my total armor rating should be 9/9. The CCG show a 8/8 armor rating, it looks like it only takes the highest armor rating from multiple cyberlimbs.
- When making a Mystic adept, dice pools are not calculated correctly: Say I build a Mystic Adept with Magic 6. Then I buy the improved reflexes (3) power, costing 4 power point, I should only have left a magic Rating of 2 for any dice pools related to sorcery or invocation. I I buy the spellcasting skill (2), I should have a dice pool of 4 when using the skill. But the CCG shows a dice pool of 8 (2 + total magic rating of 6). As I said in a previous post, you might want to add a way to track how many points in the magic rating are allocated to adept powers, and how many are dedicated to Mage stuffs.
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Argent
post Apr 29 2011, 09:46 AM
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QUOTE (Yerameyahu @ Apr 28 2011, 10:12 PM) *
Argent, while I appreciate anti-munchkinry as much as anyone, 5-limb *customized* enhanced cyber is fairly prohibitive in cost and Essence already; I'm not sure how much of an actual problem it is. In addition, new house rules are great, but are they great in a chargen program?

Your 1-2-3 overview of the cyberlimb attributes RAW seemed right on, to me. AFAIK, the 5 'limbs' are indeed legs, arms, and torso.


I see your point, it does happen rarely in my games. Except for the fact its always the same player.... i need to work on him. The chargen should definitely be totally RAW and maybe way way later when Nebular is bored and has nothing to do he might be so kind as to throw in a few optional house rules into the mix.

Thanks for all the hard work Nebular. I think your generator is catching on cause there are more people posting stuff on this thread.
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Nebular
post Apr 29 2011, 02:34 PM
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QUOTE (Leoric @ Apr 29 2011, 03:38 AM) *
- When bonding a power focus, it doesn't seems to add its rating as a "mod" bonus when calculating dice pools. As per RAW, it adds its rating to any test involving the Magic attribute, excepted for counterspelling.

I was originally look at that as well, but came across this information: Bonding a Foci and Activating a Foci are not the same thing. A character can have a number of Foci bonded to them equal to their MAG score. This simply means that they have the ability to now activate them to gain their bonus, but does not actually grant it. To get a bonded Foci's bonus, you need to activate it. A character can have a number of active bonded Foci equal to their LOG score, but they must activate/deactivate these during their actions in play. Since they're not "always on" bonuses, I've left these out, otherwise you could be seeing bonuses for 5 bonded Foci when you're only allowed to have 3 active (for example).

QUOTE (Leoric @ Apr 29 2011, 03:38 AM) *
- Similarly, Smartlink bonus doesn't seems to be added as a mod bonus for firearms skills. I do understand that it is not applicable all the tme because it needs a smartgun to benefit from, but i Think 99% of smartkinked PC uses smartguns, so it might be a good call to add the mod bonus.

The problem here is that this applies to individual guns that have Smartlink as opposed to an individual firearms Skill. If I have a Smartlink, one Heavy Pistol with a Smartgun System, and one Heavy Pistol without a Smartgun System, rolling the Smartlink bonus into the Pistols Active Skill would give me a total that is technically correct for the first, but too high for the second. I decided to leave the Smargun bonus out since it only improves the individual weapon as opposed to the Active Skill as a whole.

QUOTE (Leoric @ Apr 29 2011, 03:38 AM) *
- Armor for cyberlimbs is not calculated as per RAW: all cyberlimb armor is supposed to be cumulative, so if I wear a Jumpsuit (6/6) and have a cyberarm with armor 1/1, and a cyberleg with armor 2/2, my total armor rating should be 9/9. The CCG show a 8/8 armor rating, it looks like it only takes the highest armor rating from multiple cyberlimbs.

Right you are. Not sure where I was getting the idea that only the highest single one applied. Think I got this in my head when I took the first crack at Cyberlimb Enhancements.

QUOTE (Leoric @ Apr 29 2011, 03:38 AM) *
- When making a Mystic adept, dice pools are not calculated correctly: Say I build a Mystic Adept with Magic 6. Then I buy the improved reflexes (3) power, costing 4 power point, I should only have left a magic Rating of 2 for any dice pools related to sorcery or invocation. I I buy the spellcasting skill (2), I should have a dice pool of 4 when using the skill. But the CCG shows a dice pool of 8 (2 + total magic rating of 6). As I said in a previous post, you might want to add a way to track how many points in the magic rating are allocated to adept powers, and how many are dedicated to Mage stuffs.

Yup. Planning on doing this in the not-too-distant future. Won't be in the next update, but perhaps the one after that.
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Nebular
post Apr 29 2011, 02:47 PM
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QUOTE (ggodo @ Apr 28 2011, 10:59 PM) *
Watching you two talk is confusing. Anyway, it's not showing my Complex Forms anywhere on the printed character sheet. Am I doing it wrong?

Nope. I'm the one doing it wrong. (IMG:style_emoticons/default/smile.gif) This will be fixed in the next update.
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redwulf25
post Apr 29 2011, 04:13 PM
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QUOTE (Nebular @ Apr 29 2011, 10:34 AM) *
The problem here is that this applies to individual guns that have Smartlink as opposed to an individual firearms Skill. If I have a Smartlink, one Heavy Pistol with a Smartgun System, and one Heavy Pistol without a Smartgun System, rolling the Smartlink bonus into the Pistols Active Skill would give me a total that is technically correct for the first, but too high for the second. I decided to leave the Smargun bonus out since it only improves the individual weapon as opposed to the Active Skill as a whole.


Who makes a character with a smart link and then buys a dumb gun?
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Nebular
post Apr 29 2011, 04:50 PM
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QUOTE (redwulf25 @ Apr 29 2011, 10:13 AM) *
Who makes a character with a smart link and then buys a dumb gun?

Broke? Scaveneged weapon without Smartgun? (IMG:style_emoticons/default/smile.gif)
If it makes more sense to everyone to just roll the Smartlink/Smartgun bonus in the Firearms skills then I'll toss it in.
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ggodo
post Apr 29 2011, 06:11 PM
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I would rather it wasn't there, simply because I often have characters with plenty of weapons.
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LonePaladin
post Apr 29 2011, 06:44 PM
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I'm with ggodo there. If smartlinked weapons are assumed, it's too easy for players to forget to actually do it.
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redwulf25
post Apr 29 2011, 07:51 PM
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Found another oddity. I opened up a character I made last night and his contacts and his enemy are gone. Also I forgot to choose his adept powers and now it's saying he doesn't have any power points.

Edit: Ok, the 0 power points issue cleared up and showed an accurate number after I bought a power.

Edit 2: Just noticed, not only are his contacts and his enemies gone, the button to add an enemy is gone. So it looks like me not being able to add an enemy on my first attempt wasn't user error but a weird bug that intermittently causes the enemies button to not display.

And while I was posting that the button came back but will not let me press it. I'm getting an Unhandled exception error Input string was not in a correct format when I try.

Details of the error spoiler tagged.

[ Spoiler ]

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Nebular
post Apr 29 2011, 08:39 PM
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That's weird. I can't seem to reproduce this error. Could you email me your save file (nebular@shaw.ca) and I'll see what might be causing the problem.
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Wizard_Thoarin
post Apr 29 2011, 10:15 PM
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I agree that adding in bonuses that only apply under certain conditions shouldn't be added in automatically. However, it might be nice to have on the character sheet somewhere a list of optional dice pool modifiers the character has and their bonus maybe broken down by area like ranged combat, melee combat, magic, hacking, rigging... that way the player can look at a glance at any dice pool modifiers he has that aren't automatically figured into an attribute or skill.
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Nebular
post Apr 29 2011, 11:08 PM
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I went ahead and made an option for the Smartlink bonus so that those who want it can have it, and those who don't, well, don't. By default this is off. If you turn it on and add a Smartlink to your character, Automatics, Exotic Ranged Weapon, Heavy Weapons, Longarms, and Pistols add in the +2 bonus for Smartlink.
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Nebular
post Apr 29 2011, 11:40 PM
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I've managed to get all of the Grunt NPCs from SR4A and all of the NPCs from Contacts and Adventures entered. You can get them from http://www.dndjunkie.com/dev/chummer/NPCSaves.zip. Should save any Game Master a lot of time. (IMG:style_emoticons/default/smile.gif) (That's 204 save files for anyone counting)
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ggodo
post Apr 30 2011, 12:02 AM
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QUOTE (Nebular @ Apr 29 2011, 04:40 PM) *
I've managed to get all of the Grunt NPCs from SR4A and all of the NPCs from Contacts and Adventures entered. You can get them from http://www.dndjunkie.com/dev/chummer/NPCSaves.zip. Should save any Game Master a lot of time. (IMG:style_emoticons/default/smile.gif) (That's 204 save files for anyone counting)

A hero is you!
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redwulf25
post Apr 30 2011, 12:07 AM
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QUOTE (Nebular @ Apr 29 2011, 06:40 PM) *
I've managed to get all of the Grunt NPCs from SR4A and all of the NPCs from Contacts and Adventures entered. You can get them from http://www.dndjunkie.com/dev/chummer/NPCSaves.zip. Should save any Game Master a lot of time. (IMG:style_emoticons/default/smile.gif) (That's 204 save files for anyone counting)


Nice!
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redwulf25
post Apr 30 2011, 12:21 AM
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The add and more button when buying bioware is kicking me over to cyberware.
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Nebular
post Apr 30 2011, 12:31 AM
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QUOTE (redwulf25 @ Apr 29 2011, 07:21 PM) *
The add and more button when buying bioware is kicking me over to cyberware.
Yeah, I noticed this the other day. Took me a moment to realise why I could find a Synthcardium in the Cyberware list. It has already been fixed and will be in this weekend's update. (IMG:style_emoticons/default/smile.gif)
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redwulf25
post Apr 30 2011, 12:53 AM
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QUOTE (Nebular @ Apr 29 2011, 07:31 PM) *
Yeah, I noticed this the other day. Took me a moment to realise why I could find a Synthcardium in the Cyberware list. It has already been fixed and will be in this weekend's update. (IMG:style_emoticons/default/smile.gif)


Thanks. Hopefully this is the last thing I'll bug you about tonight but I just made a face with "False Front" and I can't find the activator chemical that bit of ware needs. I don't know if it got missed or I'm looking in the wrong place. This really is one of the quickest and easiest to use character generators I've used - I just keep tripping over weird bugs or equipment found in places I didn't think to look.
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Nebular
post Apr 30 2011, 01:29 AM
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Hmm, those drugs are indeed missing. I'll have those added in to Gear in the next update.
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Nebular
post Apr 30 2011, 05:53 AM
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Edit: Duh. Didn't read the part for Mystic Adepts on page 195 that clearly states that the Magician's MAG is what counts towards an Active Skill. Read everything else on Mystic Adepts except that. Some of the info in that book is just too scattered. (IMG:style_emoticons/default/nyahnyah.gif)
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