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> Chummer Character Generator
Nebular
post Jul 17 2011, 06:21 PM
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QUOTE (ggodo @ Jul 17 2011, 12:49 PM) *
It's doing it for all Improved Ability powers, combat or no. This worked earlier, so I'm not sure what's up now.

In the past it wasn't evaluating the Maximum Skill Ratings properly. Now it is. As I mentioned before, if your group doesn't follow the maximum Skill Rating rule, you can turn it off in Options. (IMG:style_emoticons/default/smile.gif)
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Nebular
post Jul 17 2011, 06:26 PM
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QUOTE (Dakka Dakka @ Jul 17 2011, 12:49 PM) *
Exactly. Also, they only add dice to the attack. Defense gets no bonus.
It would be good however to specify the type of weapon for the focus which will then be added at no cost and can be modded. Something like:
Katana (Force 1 Weapon Focus) 10k ¥
-Personalized Grip 100¥

Gear and Weapons have been updated. Weapon Focus now asks you to name a Weapon when you add it to the character. Weapon Focus has also been added as a 0¥ Weapon Mod that can be attached to any Weapon. Unfortunately I've discovered a little error with Weapon Mod Ratings while working on this (also affects Redundant Process Manufacturing) - they don't record the Rating that was selecting, and adding them throws an error because Weapons don't know that their Mods have a Rating. (IMG:style_emoticons/default/nyahnyah.gif) This will be fixed in the next update.
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Nebular
post Jul 17 2011, 06:30 PM
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QUOTE (Wizard_Thoarin @ Jul 12 2011, 09:47 PM) *
When a character has a particularly long Condition Track... like say a Troll with a 9 body... the character sheet is breaking at an odd place. It also happens if the skill list of a character is long enough to push the condition track down so that one or two lines of the condition track end up on the next page.

Also, for some reason some Condition tracks say "OVR" and "Dead" for overflow damage on the character sheet while others do not (a couple different characters). Even though it looks like the overflow damage boxes are added onto the end of the Physical Condition Track. The ones that don't seem to say "OVR" and "Dead" seem to have quite a few overflow damage boxes like the Troll with a 9 body mentioned above.

I've also got one character where the Armor table and the last part of the condition track seem to break across pages and another where the tables for Ranged Weapons and Melee Weapons break across pages.

I updated the program Sunday morning (roughly 8:00 am Pacific Time) just before starting to update my players characters for a game later that day.

Well that was dumb. I apparently stopped adding the check for Overflow and Dead 1/2 way through the Physical CM on that sheet. No idea why. I've updated it so that all of the boxes properly check for Overflow and Dead. I've also shrunk down the size of the boxes a little to try and them to fit on one page. Unfortunately this is something I have very limited control over since this is being done with XSLT and a web browser. I can tell it to try and keep section together, but it's really at the mercy of the browser/output rendering as to whether or not it can fit it all in. It does a good job for the most part, but some times things spill over.
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longbowrocks
post Jul 17 2011, 06:33 PM
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In gear, if you search for 'sim' both hot and cold sim module are listed as being found under [sim modules]. That category is no longer in the dropdown list.
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Nebular
post Jul 17 2011, 06:37 PM
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QUOTE (longbowrocks @ Jul 17 2011, 01:33 PM) *
In gear, if you search for 'sim' both hot and cold sim module are listed as being found under [sim modules]. That category is no longer in the dropdown list.

Yeah, there's a problem with searching for Gear right now. Found it last week while I was looking for something and corrected the code for Gear searching about an hour ago. It will be a part of the next update. (IMG:style_emoticons/default/smile.gif) (the current build also doesn't search in the add-on categories, even though they're in the list, like Commlink OS, etc.)
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longbowrocks
post Jul 17 2011, 08:08 PM
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Got another one: should a sensor array retroactively increase in size if you add 'improved sensor array' to the hosting vehicle? At the moment I don't see any changes.
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Nebular
post Jul 17 2011, 08:47 PM
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QUOTE (longbowrocks @ Jul 17 2011, 03:08 PM) *
Got another one: should a sensor array retroactively increase in size if you add 'improved sensor array' to the hosting vehicle? At the moment I don't see any changes.

The problem is that Sensors are actually Gear. When you add the Improved Sensor Array, just remove the Sensor that comes with the Vehicle by default and replace it with the appropriately larger one (they're free anyways).
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longbowrocks
post Jul 17 2011, 08:50 PM
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D'oh! thanks. I think I did that for my RPDX, but forgot about it later.
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longbowrocks
post Jul 17 2011, 10:01 PM
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QUOTE (Nebular @ Jul 17 2011, 10:37 AM) *
Yeah, there's a problem with searching for Gear right now. Found it last week while I was looking for something and corrected the code for Gear searching about an hour ago. It will be a part of the next update. (IMG:style_emoticons/default/smile.gif) (the current build also doesn't search in the add-on categories, even though they're in the list, like Commlink OS, etc.)

I don't know if my next problem is related to this, but I can't add any sensors to a sensor array. Sure there are the basic vision enhancements and such, but no atmosphere sensor or linear disjunction detector.
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Nebular
post Jul 17 2011, 10:06 PM
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QUOTE (longbowrocks @ Jul 17 2011, 05:01 PM) *
I don't know if my next problem is related to this, but I can't add any sensors to a sensor array. Sure there are the basic vision enhancements and such, but no atmosphere sensor or linear disjunction detector.

... there should be. When you add a Vehicle Sensor/Extra-Large Vehicle Sensor/Whatever-Other Sensor to a Vehicle, right-click on the new Sensor, do the usual Add Plugin then, and you should have a Sensor category which contains all of those plugin Sensor types like Atmosphere Sensor and Non-Linear Junction Detector.
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Dakka Dakka
post Jul 17 2011, 10:08 PM
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The weapon focus property for a melee weapon should change the cost either to 0(if the focus cost is paid elsewhere) or to Force*10000¥.

Mods to underbarrel weapons don't seem to affect them. They affect the main weapon though. I tried with a Ingram Smartgun X+underbarrel Super Warhawk modded for SA. SA is added to the Ingram.

Underbarrel weapons should have 6 mod slots. Only their ammunition capacity is halved.
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longbowrocks
post Jul 17 2011, 10:36 PM
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QUOTE (Nebular @ Jul 17 2011, 02:06 PM) *
... there should be. When you add a Vehicle Sensor/Extra-Large Vehicle Sensor/Whatever-Other Sensor to a Vehicle, right-click on the new Sensor, do the usual Add Plugin then, and you should have a Sensor category which contains all of those plugin Sensor types like Atmosphere Sensor and Non-Linear Junction Detector.

I guess it's a problem specific to me then. For 'Add Plugin' I have 5 options in the dropdown list: Audio Enhancements; Audio Sensors and Enhancers; General; Vision Enhancments; and Vision Sensors and Imaging Devices. Each the visual sensor category has four items, and the audio sensor category has one item. I have all the books selected in options.
The items appear in gear listing if I use the search bar, but only if I'm selecting "gear". They do not appear in "add plugins". Even if I'm searching gear, they don't show up if I go to the categories they claim to be in.
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Nebular
post Jul 17 2011, 10:39 PM
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QUOTE (longbowrocks @ Jul 17 2011, 05:36 PM) *
I guess it's a problem specific to me then. For 'Add Plugin' I have 5 options in the dropdown list: Audio Enhancements; Audio Sensors and Enhancers; General; Vision Enhancments; and Vision Sensors and Imaging Devices. Each the visual sensor category has four items, and the audio sensor category has one item. I have all the books selected in options.
The items appear in gear listing if I use the search bar, but only if I'm selecting "gear". They do not appear in "add plugins". Even if I'm searching gear, they don't show up if I go to the categories they claim to be in.

Is this an older character save that you're working with? If you remove the Vehicle Sensor, then add it back, it should let you add things from the Sensor Category since Gear can always add plugins from its own Category.
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longbowrocks
post Jul 17 2011, 10:42 PM
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Kind of older save. I think it was first made in late May (This year. That's the last save outside of career mode). When I created it I had access to all the drone sensors for my sensor arrays, and I still have one of those drones on my vehicle list. However, if I remove those sensors from that drone now, they aren't coming back.
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Nebular
post Jul 17 2011, 10:47 PM
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QUOTE (longbowrocks @ Jul 17 2011, 05:42 PM) *
Kind of older save. I think it was first made in late May (This year. That's the last save outside of career mode). When I created it I had access to all the drone sensors for my sensor arrays, and I still have one of those drones on my vehicle list. However, if I remove those sensors from that drone now, they aren't coming back.

Can you email me the save file (nebular@shaw.ca) so I can see what the problem might be then?
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longbowrocks
post Jul 17 2011, 11:02 PM
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Ok, I just sent it under the subject "Chummer Lacking Sensors".
Thanks again!
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Nebular
post Jul 18 2011, 01:57 AM
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Good news is there's nothing wrong with your character. This is a problem with Career Mode and left-over code from when only Sensors could be added to Vehicles. (part of the code was saying "hey, add the Sensors category", then the Sensor would try to add itself as a category at the same time, so the window tried to look for a category called "SensorsSenors" which it will never find) Fixed in the next update. (Give me a few minutes to put it all together (IMG:style_emoticons/default/wink.gif) )
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Nebular
post Jul 18 2011, 02:06 AM
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Build 155
  • added support for <avail3 /> and <avail6 /> to Gear
  • revised how searching for Gear works so that only items from the selectable Categories are searched for, and works when adding plugins
  • Weapon Mods now save their Rating and appear with the Mod's name when added to a Weapon
  • Gear now shows its Armor Capacity instead of standard Capacity when selected in the Armor list
  • Armor now adds any Armor Mods and Gear that comes with it by default
  • underbarrel Weapons now have 6 slots instead of 3
  • fixed an issue that prevented the Sensors category from being available to Vehicle Sensors in Career Mode
  • added Group Name to the list of fields for a Contact's Connection Modifiers
  • background Colour of Contacts can now be changed through the Contact's Connection Modifiers window
Outstanding Items
  • Spells and Spirits Suggestion
  • Omae Character Feedback
  • GM Character Management/Karma/Nuyen/Gear Distribution
  • Multiple Clips and Different Ammo
  • A.I. Inherent Programs
  • Cheat Sheets?
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longbowrocks
post Jul 18 2011, 03:13 AM
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Thanks. If you''re looking for cheat sheets, The hacker cards pdf may be a nice template for the ever complex matrix rules. You may not have seen it before, but it's just a number of cards titled by their related programs, and what you can do with each program.
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ggodo
post Jul 18 2011, 06:29 AM
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QUOTE (Nebular @ Jul 17 2011, 11:19 AM) *
You're still hitting the cap then. With Unarmed Combat 3, the modified skill rating can never go higher than 4 (so you're only getting 1 of the (or whatever number you have it at) from Improved Ability). Maximum Skill Rating is always defined as Skill's Rating (not including any bonuses such as linked Attribute) x 1.5. So even if you have 100 points of bonuses, if Unarmed Combat is at 3, its Modified Rating can never go higher than 4.

ok, I misread the rule in the book as modified skill rating functioning like attributes, ignore me, I'm confused.
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Minimax le Rouge
post Jul 18 2011, 07:58 AM
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hello,
Chummer is a wonderfull tool (IMG:style_emoticons/default/love.gif)

i don't find thus gears (Unwired p200): Hacker Nanites, and Nanomemory

and when i started building an Infected (ghoul) character, their is a problem (i think) with the Magic attribute, a ghoul started with 1 magic point and an essence lose, but that essence lose don't cause a magic lose, it's a package (or am i wrong maybe)

Edit : and the Ghouls natural weapon are the Claws, not the Bite

Edit2 : for the same Infected character, i don't have acces for changing the Weaknesses in the Critter Power section. ( i wanted to build a Gaki ghoul for exemple)

Edit3 : Just adding The infected quality on a new character modified the Primary attribute expense. Seams a glitch occurs with the Logic and charisma reduction
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Makki
post Jul 18 2011, 08:59 PM
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two quick thing:
-The calculation of the modified Agility and Reaction (in career mode) don't work. My char has now Agi 5(1) and Rea 3(1) despite any attribute modifications at all.
-the dice bonus of Unseen Hands Adept Power should equal its rating. It seems to be constant 1
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Nebular
post Jul 18 2011, 09:14 PM
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QUOTE (Makki @ Jul 18 2011, 03:59 PM) *
two quick thing:
-The calculation of the modified Agility and Reaction (in career mode) don't work. My char has now Agi 5(1) and Rea 3(1) despite any attribute modifications at all.
-the dice bonus of Unseen Hands Adept Power should equal its rating. It seems to be constant 1

I've updated the Powers data file to correct half of the problem with Unseen Hands. You'll need to remove the Power from your character and then re-add it so it picks up the proper information.

As for the AGI/REA issue, I would first check your Armor - you're likely suffering from the Armor Encumbrance rules (wearing a total B and/or I of Armor > BOD * 2). If you're only wearing one piece of Armor, there's an option to ignore the Encumbrance when wearing only a single piece of Armor, assuming your group uses the optional rule.
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SpellBinder
post Jul 18 2011, 09:25 PM
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Do you have a ton of armor on that character? Each piece of armor has a checkbox marked "Equipped", and it's checked by default.

Dang, way late.
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Nebular
post Jul 18 2011, 10:10 PM
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QUOTE (Minimax le Rouge @ Jul 18 2011, 02:58 AM) *
hello,
Chummer is a wonderfull tool (IMG:style_emoticons/default/love.gif)

i don't find thus gears (Unwired p200): Hacker Nanites, and Nanomemory

and when i started building an Infected (ghoul) character, their is a problem (i think) with the Magic attribute, a ghoul started with 1 magic point and an essence lose, but that essence lose don't cause a magic lose, it's a package (or am i wrong maybe)

Edit : and the Ghouls natural weapon are the Claws, not the Bite

Edit2 : for the same Infected character, i don't have acces for changing the Weaknesses in the Critter Power section. ( i wanted to build a Gaki ghoul for exemple)

Edit3 : Just adding The infected quality on a new character modified the Primary attribute expense. Seams a glitch occurs with the Logic and charisma reduction

I've updated the Gears, Qualities, and Critters files to add the missing items and fix the Ghoul's Natural Weapon.

I'll have to go back and make sure that all Critters can add Weaknesses. There also appears to be a problem with Qualities reducing an Attribute - it's allowing the to have a minimum value of 0 which isn't correct. These will hopefully be in the next update.
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