My Assistant
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Apr 30 2011, 06:21 AM
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#151
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
- 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. Okay, I'm apparently a dirty, filthy liar. This turned out to be easier than I had thought it would be and just finished implementing this, so it'll be in this weekends update. Hooray! |
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Apr 30 2011, 06:22 AM
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#152
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Moving Target ![]() ![]() Group: Members Posts: 185 Joined: 13-February 11 Member No.: 21,915 |
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) I'm counting (in spirit only though. I trust you enough that I don't have to count). The amount of work and dedication put into this is really impressive. I hope you're not spending too many sleepless nights on it... |
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Apr 30 2011, 01:25 PM
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#153
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Target ![]() Group: Members Posts: 51 Joined: 16-December 09 Member No.: 17,970 |
Whenever I try to reopen a saved character who's attribute has been raise above 6 with exception attribute or metagenic enhancement, ie Agility 7 or 8, I get an unhandled exception error.
Value of '7' is not valid for 'Value'. 'Value' should be between 'Minimum' and 'Maximum'. Parameter name: Value. I used a freshly created character with your most current build. I did this with a human raising agility to 7 and 8, also tried a troll with a strength of 11. Does the same exact thing. However the program work fine when only the aumented attribute goes higher than the base natural max, ie Agility: 5(9). |
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Apr 30 2011, 01:37 PM
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#154
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Well there's my problem. When the window first opens I was setting the maximum values to the Metatype's maximum, not the total maximum (which includes modifiers). Fixed and will be in this weekend's update.
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Apr 30 2011, 01:56 PM
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#155
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Target ![]() Group: Members Posts: 51 Joined: 16-December 09 Member No.: 17,970 |
You are the man!
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Apr 30 2011, 04:43 PM
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#156
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Here's this weekend's update. This take care of all of the outstanding bugs and other features that were on my list as far as the generator is concerned (there's a number of things for the character maintenance piece which is coming up next though). If I've missed anything obvious or there are any problems that still exist, let me know!
Build 60
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Apr 30 2011, 11:30 PM
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#157
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Moving Target ![]() ![]() Group: Members Posts: 236 Joined: 19-March 11 Member No.: 24,929 |
It would be great to have an option to print in black and white instead of using my colored ink.
Speaking of printing my Task spirit with 4 services and a force of 5 is being printed out as a Fire Spirit with a force of 4 and -3 services. Form fitting armor from Arsenal is not adding to other armor worn as it should, it's following the standard armor rules where only the highest armor value is counted. I clicked the box to add the smartlink bonus but it does not apear to be doing so. |
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Apr 30 2011, 11:47 PM
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#158
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
It would be great to have an option to print in black and white instead of using my colored ink. Speaking of printing my Task spirit with 4 services and a force of 5 is being printed out as a Fire Spirit with a force of 4 and -3 services. Form fitting armor from Arsenal is not adding to other armor worn as it should, it's following the standard armor rules where only the highest armor value is counted. I clicked the box to add the smartlink bonus but it does not apear to be doing so. I'll look into the Form Fitting Armor and Spirit issues. Having a black & white vs colour option means either a lot of extra work in the character sheets for anyone who wants to create them, or having a colour copy and a black & white copy of each. The easiest way is to handle this would be to change your printing preferences when you go to print the sheet. After you click the Print Character button, you get the standard Print window. From there you can click on Printer Preferences and change your printer to black and white mode. This sets it to black and white mode for that one time (so it won't replace your current default printer settings). I should clarify the Smartlink Option (and how Options work in general). Simply having it turned on isn't enough. The character in question must also have a Smartlink on them, either through Gear or Cyberware. Once both of these conditions are met, the +2 bonus will show up. If you change Options while you have a character open, the changes you make don't actually apply to them since the character has already cached the Options it saw. This is done since adding/removing Books and changing Karma costs with a character open could produce horribly unpredictable results. To have a character pick up on the new Option settings, you need to close the character and re-open it. So if you had a character with a Smartlink open then turned on the Smartlink Option, you won't see that bonus applied until you close the character and re-open them. Hopefully that clarifies things. (IMG:style_emoticons/default/smile.gif) |
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Apr 30 2011, 11:53 PM
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#159
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Well there's the problem with your Spirit! I've got the stupid thing hard-coded in the character sheet! Doesn't matter how many Spirits or Sprites you pick, the sheet will only ever print that one Spirit. If you don't like it, tough! Or I'll change it. Yeah, maybe I'll go that route instead.
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Apr 30 2011, 11:54 PM
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#160
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Moving Target ![]() ![]() Group: Members Posts: 236 Joined: 19-March 11 Member No.: 24,929 |
I'll look into the Form Fitting Armor and Spirit issues. Having a black & white vs colour option means either a lot of extra work in the character sheets for anyone who wants to create them, or having a colour copy and a black & white copy of each. The easiest way is to handle this would be to change your printing preferences when you go to print the sheet. After you click the Print Character button, you get the standard Print window. From there you can click on Printer Preferences and change your printer to black and white mode. This sets it to black and white mode for that one time (so it won't replace your current default printer settings). I should clarify the Smartlink Option (and how Options work in general). Simply having it turned on isn't enough. The character in question must also have a Smartlink on them, either through Gear or Cyberware. Once both of these conditions are met, the +2 bonus will show up. If you change Options while you have a character open, the changes you make don't actually apply to them since the character has already cached the Options it saw. This is done since adding/removing Books and changing Karma costs with a character open could produce horribly unpredictable results. To have a character pick up on the new Option settings, you need to close the character and re-open it. So if you had a character with a Smartlink open then turned on the Smartlink Option, you won't see that bonus applied until you close the character and re-open them. Hopefully that clarifies things. (IMG:style_emoticons/default/smile.gif) On the smartlink issue he had a smartlinked gun and glasses with a smartlink and he was opened after clicking the box. Or do I have to select the option every time I open Chummer? |
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May 1 2011, 12:38 AM
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#161
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
The Options are saved when you close the Options window, so you don't need to touch it again unless you want to turn it off.
I tried creating a character with a Smartlink as a plugin for Glasses and it seems to be working. Was this a save file that was created before today's update? If so, the Smartlink bonus won't be showing up because the copy of Smartlink that was added to your character would not have had the new bonus that's applied to it. In that case, you can fix this by removing the Smartlink from the Glasses, then adding the Smartlink back to them. This will pull in the new bonus data for the Smartlink and should apply the modifiers for you. |
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May 1 2011, 12:48 AM
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#162
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Moving Target ![]() ![]() Group: Members Posts: 236 Joined: 19-March 11 Member No.: 24,929 |
The Options are saved when you close the Options window, so you don't need to touch it again unless you want to turn it off. I tried creating a character with a Smartlink as a plugin for Glasses and it seems to be working. Was this a save file that was created before today's update? If so, the Smartlink bonus won't be showing up because the copy of Smartlink that was added to your character would not have had the new bonus that's applied to it. In that case, you can fix this by removing the Smartlink from the Glasses, then adding the Smartlink back to them. This will pull in the new bonus data for the Smartlink and should apply the modifiers for you. I see. For some reason I thought the changes would be retroactive. |
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May 1 2011, 01:43 AM
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#163
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Target ![]() Group: Members Posts: 51 Joined: 16-December 09 Member No.: 17,970 |
Weapon mods that calculate cost based on weapon value can be added, but once you click on it with the mouse it gives an unhandled exception error.
"Input string was not in correct format." This happens when modding weapons in the weapon gear tab or in the vehicle tab. Also happened with weapon accessories that have a calculated cost too. |
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May 1 2011, 02:27 AM
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#164
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Target ![]() Group: Members Posts: 51 Joined: 16-December 09 Member No.: 17,970 |
1: Cannot find bulk modification for obvious cyberlimbs. AU pg44
2: Cannot find optimized cyberlimbs. AU pg44-45 3: Will you be adding the listed cyber suites in the future. Also if you could find a way for us to designate a particular peice of cyberware as part of a cyber suite so we can build custom suites ourselves that would be awesome. Like for instance have a drop down menu in the cyberware info display with the title "Cybersuite:", and then the drop down menu could have "none,a,b,c,d,e" so we can designate different suites or none. AU pg48-49 4: Cannot find Biocompatability in the qualities section. AU pg20 5: Adapsin does not seem to work. It should reduce the essense cost of all cyberware by 10%. Now I beleive this only is taken into effect after the second treatment so I selected it twice and it still does not reduce the essence cost. AU pg90 Thanks! |
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May 1 2011, 02:34 AM
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#165
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Moving Target ![]() ![]() Group: Members Posts: 185 Joined: 13-February 11 Member No.: 21,915 |
Really slick Nebular! It's amazng how well chummer is coming along. Serious congrats!
Here's one quick thing I noticed: It looks like the Mug Shots aren't making it through to the character sheet. I'm just getting a blank placeholder with a red x at the top left. I checked the properties, and I was expecting to see a nice simple relative folder reference, but it looks like the sheet is attempting to access the image from a database (possibly a glob/blob). |
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May 1 2011, 03:13 AM
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#166
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
It looks like the Mug Shots aren't making it through to the character sheet. I'm just getting a blank placeholder with a red x at the top left. I checked the properties, and I was expecting to see a nice simple relative folder reference, but it looks like the sheet is attempting to access the image from a database (possibly a glob/blob). The app is encoding is using Base64 and storing it in the XML file. That way the image is always available and I don't need to worry about the image file being deleted after it is referenced. Sounds to me like it's the type of imaging you're supplying it with that is causing the problem (that is to say, it's a type I wasn't expecting, not "haha I don't like your picture"). What type of image are you giving it? (jpeg/gif/png/bmp) Does it at least appear in the app itself? Could be the MIME type I'm specifying in the sheet that's causing the problem in that case. |
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May 1 2011, 08:23 AM
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#167
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
I intended for this to be a rather small set of changes that I may or may not have released just yet. And then one thing lead to another, new Qualities and bonus options were added, and a few hours later there's suddenly support for Cyberware Suites. There are discrepancies in price between the app and the prices that Augmentation lists because of the Data Lock item and the unknown encryption they're putting in there. But considering they're intended for NPCs, it's not a huge deal, and the cost difference can be made up for later through the career maintenance piece for characters when you can deduct any amount of money from a character. I believe I'll be slacking off tomorrow (well, now later today) and not touching the code for a day. (IMG:style_emoticons/default/biggrin.gif)
Build 61
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May 1 2011, 11:59 AM
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#168
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Moving Target ![]() ![]() Group: Members Posts: 185 Joined: 13-February 11 Member No.: 21,915 |
The app is encoding is using Base64 and storing it in the XML file. That way the image is always available and I don't need to worry about the image file being deleted after it is referenced. Sounds to me like it's the type of imaging you're supplying it with that is causing the problem (that is to say, it's a type I wasn't expecting, not "haha I don't like your picture"). What type of image are you giving it? (jpeg/gif/png/bmp) Does it at least appear in the app itself? Could be the MIME type I'm specifying in the sheet that's causing the problem in that case. The images I'm using are like you said ( .jpg/.png).and they show up beautifully in chummer, just not so much in the character sheets. |
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May 1 2011, 12:07 PM
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#169
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Moving Target ![]() ![]() Group: Members Posts: 185 Joined: 13-February 11 Member No.: 21,915 |
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May 1 2011, 02:05 PM
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#170
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Moving Target ![]() ![]() Group: Members Posts: 185 Joined: 13-February 11 Member No.: 21,915 |
One other thing I noticed:
Gear Capactity - It looks like capacity for vehicle modification and weapon modification is working nicely, along with sensors, but it doesn't look like it's being calculated for 'Vision Sensors and Imaging Devices' or 'Audio Sensors and Enhancers'. I purchased contact lenses and earbuds, and then added mods to them beyond the maximum 3 rating. The capacity label is there, but it always states that the maximum capacity for the object is available. I can manage this myself (and have done so in previous versions), just thought I'd point it out. Also, I created a brand new character to test. |
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May 1 2011, 02:49 PM
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#171
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Target ![]() Group: Members Posts: 51 Joined: 16-December 09 Member No.: 17,970 |
1: When Biocompatability and Adapsin are both selected it seems to double the reduced essence cost. When used seperately it works fine.
ie. cyber arm = 1.0---- then with adapsin 0.9 ------ then with biocompatability 1.8 As a side note. I always thought you added the reductions together before you actually reduced the item. ie 10% for adapsin +10% for bioavailability + 10% for Alphaware = 30% reduction. Can anybody clarify the rules for these items. It might just be wishful thinking on my part. 2: Reaction augmented attribute is stuck at (1) regardless of the normal rating and with or without reaction enhancements. Have a nice relaxing day today! |
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May 1 2011, 03:44 PM
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#172
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
1: When Biocompatability and Adapsin are both selected it seems to double the reduced essence cost. When used seperately it works fine. ie. cyber arm = 1.0---- then with adapsin 0.9 ------ then with biocompatability 1.8 Whoops. Everywhere else I ask the ImprovementManager to get me the total bonus of a type which just adds everything it sees together which clearly isn't the correct way of doing this for this. It should multiply all of the bonuses (0.9 * 0.9 = 0.81) then use that number instead. I'll start taking a look at these issues tomorrow. |
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May 1 2011, 05:10 PM
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#173
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Moving Target ![]() ![]() Group: Members Posts: 236 Joined: 19-March 11 Member No.: 24,929 |
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May 1 2011, 06:34 PM
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#174
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Only for Impact armor. It's still not stacking for Ballistic. That's weird. It's working just fine for me. Just put an Armor Jacket (8/6) and Form-Fitting Half-Body Suit (4/1) on a character and it correctly calculates it as (12/7). What items are you stack where this isn't working? |
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May 1 2011, 06:47 PM
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#175
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Oh, I think I know what's happening! (though I still need to know what you're stacking to actually confirm this). In order to determine your Armor Ratings, it takes a few passes through your Armor items. It goes through all of them and picks out the highest single Ballistic and Impact Ratings, then adds in the Armor Ratings for Form-Fitting Armor. That catch here is that if a piece was identified as being the highest for a single Rating, it is excluded from other calculations so it doesn't double its Rating. So if you have a piece of Armor that's Ballistic 4, and a Form-Fitting piece that's Ballistic 6, it considers the 6 as the highest and ignores everything else, when in actuality, it should consider the standard Armor at Ballistic 4 to be the highest, then stack the Form-Fitting Armor on top of it. So essentially, Form-Fitting Armor should never be considered for finding the highest Rating for Armor, only added to whatever piece it finds.
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