My Assistant
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Jul 23 2011, 03:32 AM
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#1526
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 |
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Jul 23 2011, 03:42 AM
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#1527
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
SR4a, page 188. I don't know if Chummer accounts for this, but the same applies to technomancers and sprites as well (ref SR4a, pages 240-241). Right, those are the rules for binding Spirits, and Chummer currently enforces those limits, at least in Create Mode, as only bound Spirits/Sprites can be added to the character during creation. In Career Mode it becomes a bigger problem because Spirits can transition of Unbound to Bound and Bound to Unbound, and the player may wish to keep that Spirit/Sprite on their list with 0 services if it becomes a favourite of theirs. But where are these rules for binding ghosts? That's the part I'm lost on. The closest thing I can find is the Ghosts and Haunts category of Critters found in Running Wild. |
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Jul 23 2011, 03:58 AM
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#1528
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
Right, those are the rules for binding Spirits. But where are these rules for binding "ghosts"? That's the part I'm lost on. haha! Spirit = ghost but yes, you can only have 1 spirit or sprite bound/registered to you per point of charisma and you can only have 1 unbound spirit or sprite. pg 87, 88, 189, and 241 At time of creation the number of tasks owed, by a spirit is limited by the rating of the Summing skill. Pg 87 of SR4A For sprites it's limited by the rating of the Compiling skill. pg 88 of SR4A After creation there is no limit to the number of tasks owed, as far as I have seen. |
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Jul 23 2011, 04:28 AM
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#1529
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 |
Well, in messing around with critters I noticed that the Tank sprite is missing the option to take the Shield optional complex form.
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Jul 23 2011, 05:57 AM
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#1530
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
haha! Spirit = ghost but yes, you can only have 1 spirit or sprite bound/registered to you per point of charisma and you can only have 1 unbound spirit or sprite. pg 87, 88, 189, and 241 At time of creation the number of tasks owed, by a spirit is limited by the rating of the Summing skill. Pg 87 of SR4A For sprites it's limited by the rating of the Compiling skill. pg 88 of SR4A After creation there is no limit to the number of tasks owed, as far as I have seen. Yup. And that's how it's currently handled. |
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Jul 23 2011, 05:57 AM
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#1531
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
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Jul 23 2011, 06:14 AM
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#1532
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 |
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Jul 23 2011, 08:48 AM
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#1533
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Target ![]() Group: Members Posts: 86 Joined: 2-November 10 From: California Free State Member No.: 19,144 |
Not quite. Got a TM in career mode that can't get more than his Compiling skill rating in services for a registered sprite. So that I understand the situation correctly. You've got a Sprite already created that your using the Compiling skill to try and add more services to right, or is this a new Sprite creation that your Registering? If its a newly created/summoned Sprite/Spirit you should be limited. However, I'm not sure if there is a limit to adding services after the Sprite or Spirit has been created and your just going through the summoning or compiling ritual to get more services from the bound/registered servant. |
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Jul 23 2011, 10:35 AM
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#1534
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Moving Target ![]() ![]() Group: Members Posts: 206 Joined: 21-November 09 Member No.: 17,893 |
Lets see what will become of spirits. (IMG:style_emoticons/default/smile.gif)
Found another one in the meantime: I made a html-print. The .chum contains a picture of the character. It was shown in the preview of the html, but didnīt make it into the saved html. |
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Jul 23 2011, 02:01 PM
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#1535
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Lets see what will become of spirits. (IMG:style_emoticons/default/smile.gif) Found another one in the meantime: I made a html-print. The .chum contains a picture of the character. It was shown in the preview of the html, but didnīt make it into the saved html. What format was the picture originally in? JPEG? GIF? |
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Jul 23 2011, 04:05 PM
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#1536
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Moving Target ![]() ![]() Group: Members Posts: 206 Joined: 21-November 09 Member No.: 17,893 |
JPG.
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Jul 23 2011, 04:15 PM
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#1537
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
So that I understand the situation correctly. You've got a Sprite already created that your using the Compiling skill to try and add more services to right, or is this a new Sprite creation that your Registering? If its a newly created/summoned Sprite/Spirit you should be limited. However, I'm not sure if there is a limit to adding services after the Sprite or Spirit has been created and your just going through the summoning or compiling ritual to get more services from the bound/registered servant. Within career mode if it's a new spirit or sprite or one you already have you currently can not increase the number of tasks owed beyond your Summoning or Registering skill rating. I've not seen anything in the rules to give this limit. It's definitely there when creating a character, but I've not seen it there for after creation. The only limit is on the number of spirits or sprites you can have bound/registered. While looking at this I noticed that the area that spirits are listed is not docked to the bottom of the window so when you resize the window it doesn't move to the bottom of the window. Having a spliter there would also be really good, or have the top locked in place so it gets larger automatically when the window gets larger. It's this way in both creation on career modes for spirits and sprites. |
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Jul 24 2011, 03:08 AM
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#1538
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Moving Target ![]() ![]() Group: Dumpshocked Posts: 963 Joined: 15-February 11 From: Tir Tairngire Member No.: 21,972 |
Seems the bug that hid Adept powers from downloaded characters(or such, that were created on another machine) is still present. I just DLīd the "adept raccoon" with omae and canīt see any adept powers. Raccooon is back up, hopefully works now, in totally unrelated news, can you take Improved Ability Exotic? I don't see anything forbidding it in the rules. I've got a drake that wants to improve his fire breath. Edit for another thing, Where is Narcoject? I looked under Drugs, Toxins, and Awakened Drugs. |
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Jul 24 2011, 06:22 AM
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#1539
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Target ![]() Group: Members Posts: 82 Joined: 4-July 11 From: The Hive Metaplan Member No.: 32,709 |
Narcoject is in the Combat Chemicals
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Jul 24 2011, 02:22 PM
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#1540
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Moving Target ![]() ![]() Group: Members Posts: 423 Joined: 18-August 08 From: Dear lord help me, Maryland Member No.: 16,254 |
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Jul 24 2011, 03:36 PM
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#1541
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Moving Target ![]() ![]() Group: Dumpshocked Posts: 963 Joined: 15-February 11 From: Tir Tairngire Member No.: 21,972 |
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Jul 24 2011, 04:20 PM
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#1542
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
JPG. That's weird. JPG, GIF, and PNG should all work. This was a problem that some people were having quite a while back that should have been fixed. Unless it was saved in some non-standard JPG encoding format. When you go to print the character sheet, Chummer actually takes the image from the save file and writes it to a temporary directory since older versions of Internet Explorer (8 and below) can't handle Base64 encoded pictures in a file. The only reason I could see this happening is if you're using Windows Vista/7 and have Chummer in a protected directory like C:\Program Files or C:\Program Files (x86), but if that's the case, updates shouldn't work either. (IMG:style_emoticons/default/nyahnyah.gif) |
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Jul 24 2011, 04:25 PM
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#1543
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Powers and Vehicles data files have been updated. Vehicles to add the missing Iron Will exoskeleton from Attitude, and Powers to correct a few minor mistakes for a couple of Powers from Way of the Adept. Also found that I need to include support for increasing the Power Points cost for Powers that raise an Attribute above its Metatype Maximum.
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Jul 24 2011, 05:09 PM
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#1544
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,373 Joined: 14-January 10 From: Stuttgart, Germany Member No.: 18,036 |
when using the Advanced Lifestyle option, displaying the details in the print would be nice.
e.g. in table form with the headline saying comforts, entertainment,...,qualities and then list all lifestyles another thing, I find weird in the print: The skills Computer, Data Search, Hacking, Cybercombat and E-Warfare are theoretically Logic-linked, but actually use skill+program. And if you don't have the skill you don't default to the Logic attribute, but to the program rating. I know it's complicated to decide how to calculate the dice pools (especially with Hacking using many different programs), but, except for Computer, it's definitely never Logic. |
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Jul 24 2011, 05:36 PM
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#1545
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
when using the Advanced Lifestyle option, displaying the details in the print would be nice. e.g. in table form with the headline saying comforts, entertainment,...,qualities and then list all lifestyles another thing, I find weird in the print: The skills Computer, Data Search, Hacking, Cybercombat and E-Warfare are theoretically Logic-linked, but actually use skill+program. And if you don't have the skill you don't default to the Logic attribute, but to the program rating. I know it's complicated to decide how to calculate the dice pools (especially with Hacking using many different programs), but, except for Computer, it's definitely never Logic. Not complete true that it's never logic. When you are doing a matrix action you use Skill + program. If you are doing something else related to the skill, but that is not a matrix action you would use Attribute + Skill. So it is correct to display a skills pool as being attribute + skill. If it listed pools for actions then having it display skill + program would be correct. Listing skills and giving pools based on skill + program would not be accurate as there are several programs associated with each skill. Having a sheet list each action and it's associated pool would be under the Cheat Sheet category that is on the still to be worked on category. There is also the possibility of people using the optional rule that uses attribute + skill with programs being a cap on total successes. |
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Jul 24 2011, 05:57 PM
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#1546
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Target ![]() Group: Members Posts: 26 Joined: 21-July 11 Member No.: 33,797 |
This program is great. it convinced me to join dumpshock after lurking for a year. I noticed a few small things after messing around with the program for awhile.
Adept Centering sr4a 198 should be added as a separate metamagic available to adepts and mystic adepts, Centering SR4A should be listed as a metamagic available to magicians and mystic adepts. These should be listed separatly as mystic adepts can have both. From AR 35 the Ballista Missile MK1 should have a set sensor rating of 0, the Ballista Missile MK4 should have a set sensor rating of 4, and the Great Dragon Anti Tank Missile should have a set sensor rating of 3. the drug Tempo from Ghost cartels (there is full statblock for it) pg 58 should be added to the Drugs section of gear The Savior Medkit from AG 114 should be included as a gear option for Armor the same way normal medkits are available as plug ins. I noticed some larger things missing, but I'm guessing there still on your to do list. Thanks again for this program. |
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Jul 24 2011, 06:13 PM
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#1547
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Moving Target ![]() ![]() Group: Members Posts: 206 Joined: 21-November 09 Member No.: 17,893 |
@TP13: Ur post is already helping, but this is a major project. It is quite possible that those items you mention arenīt yet on Nebulars to-do-list because they slipped by.
Could you also list which other items you miss? I found this today: Bought some capsule ammo but couldnīt find a way to add any substances/chemicals/drugs. Those could be added in as plugins for the ammonition, right? With this a character could have capsule-ammo with different substances for the same weapon(30shots Neurostun and 30shots Narcoject, or Seven-7 for example). |
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Jul 24 2011, 08:20 PM
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#1548
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Target ![]() Group: Members Posts: 26 Joined: 21-July 11 Member No.: 33,797 |
the following metamagics from SM need to be added. anchoring, absorbtion, empower animal, extended masking, filtering, flux, infusion, reflecting.
sage, spirit strength, and witches moss should be added to magical compounds under gear SM 88 diving dowsing, and infusion foci should be moved to metamagic foci or else all metamagic foci should just be consolidated under foci The following Advanced Lifestyle qualities: animal lover levels 1,2 and 3. rural home, outbuildings levels 1 and 2, and reinforced housing levels 1 and 2. RW 40 need to be added to the advanced lifestyles tab. genetic modification critter powers(there are a few of them) available to warforms and chimerics RW 28 should be added to critter powers. Warform levels 1,2,3,4,5 and 6, should be added as phenotype adjustment genetech RW27 Chimeric levels 1/1, 1/2, 2/1, 2/2, 3/1 and 3/2 should be added under transgenics genetech, RW28 vat growth integration, should be added under phenotype adjustment genetech RW29 all non-magical metagenic qualities at .1 essence and BP*25,000 cost could be included under transgenics genetech RC 110 all bioware at standard essence and cost could be included as transgenics genetech AG 93 Permanent genetic infusions (braveheart, endure, inspiration, sideways) as transgenic genetech AG94 Feywear (attached to the positive qualities list) could be added as armor mods AT 157 A new cell for contacts and enemies listing their type(fixer, talismonger etc.). There is a great list at RC 148 |
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Jul 24 2011, 08:40 PM
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#1549
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Moving Target ![]() ![]() Group: Members Posts: 206 Joined: 21-November 09 Member No.: 17,893 |
Capsule Rounds should work exactly like Splash-Grenades already do.
EDIT: A new Grenade:Splash shouldnīt be added to the already existing ones(i had two with Neuro-Stun and the third was assigned Neuro-Stun, too, without even asking for confirmation). Furthermore please add the chemical taken in ( ) behind the name[Grenade:Splash (Chemical) ]. |
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Jul 25 2011, 12:47 PM
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#1550
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Moving Target ![]() ![]() Group: Members Posts: 206 Joined: 21-November 09 Member No.: 17,893 |
Could it be, that the gear is duplicated in my chummer because I didnīt delete the categories when creating custom content(i included a hoverboard and some other stuff)?
EDIT: That was apparantly the reason for this bug... my fault. (IMG:style_emoticons/default/nyahnyah.gif) |
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Lo-Fi Version | Time is now: 13th April 2022 - 03:46 PM |
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