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> Chummer Character Generator
SpellBinder
post Jul 23 2011, 03:32 AM
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QUOTE (Nebular @ Jul 22 2011, 08:18 PM) *
I need a page reference number for this so I can see what exactly the rule is.

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).
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Nebular
post Jul 23 2011, 03:42 AM
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QUOTE (SpellBinder @ Jul 22 2011, 10:32 PM) *
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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ShadowWalker
post Jul 23 2011, 03:58 AM
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QUOTE (Nebular @ Jul 22 2011, 10:42 PM) *
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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SpellBinder
post Jul 23 2011, 04:28 AM
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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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Nebular
post Jul 23 2011, 05:57 AM
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QUOTE (ShadowWalker @ Jul 22 2011, 10:58 PM) *
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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Nebular
post Jul 23 2011, 05:57 AM
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QUOTE (SpellBinder @ Jul 22 2011, 11:28 PM) *
Well, in messing around with critters I noticed that the Tank sprite is missing the option to take the Shield optional complex form.

Bah. The Critters file had it as "Shielding" instead of "Shield". Updated the file.
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SpellBinder
post Jul 23 2011, 06:14 AM
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QUOTE (Nebular @ Jul 22 2011, 11:57 PM) *
Yup. And that's how it's currently handled.

Not quite. Got a TM in career mode that can't get more than his Compiling skill rating in services for a registered sprite.
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Wizard_Thoarin
post Jul 23 2011, 08:48 AM
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QUOTE (SpellBinder @ Jul 22 2011, 11:14 PM) *
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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McDougle
post Jul 23 2011, 10:35 AM
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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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Nebular
post Jul 23 2011, 02:01 PM
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QUOTE (McDougle @ Jul 23 2011, 05:35 AM) *
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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McDougle
post Jul 23 2011, 04:05 PM
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JPG.
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ShadowWalker
post Jul 23 2011, 04:15 PM
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QUOTE (Wizard_Thoarin @ Jul 23 2011, 04:48 AM) *
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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ggodo
post Jul 24 2011, 03:08 AM
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QUOTE (McDougle @ Jul 22 2011, 02:36 AM) *
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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Minimax le Rouge
post Jul 24 2011, 06:22 AM
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Narcoject is in the Combat Chemicals
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Fyndhal
post Jul 24 2011, 02:22 PM
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QUOTE (ggodo @ Jul 23 2011, 11:08 PM) *
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.


Raccoon looks good to me.
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ggodo
post Jul 24 2011, 03:36 PM
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QUOTE (Minimax le Rouge @ Jul 23 2011, 11:22 PM) *
Narcoject is in the Combat Chemicals

Ah, thanks.
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Nebular
post Jul 24 2011, 04:20 PM
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QUOTE (McDougle @ Jul 23 2011, 11:05 AM) *
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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Nebular
post Jul 24 2011, 04:25 PM
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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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Makki
post Jul 24 2011, 05:09 PM
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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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ShadowWalker
post Jul 24 2011, 05:36 PM
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QUOTE (Makki @ Jul 24 2011, 12:09 PM) *
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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TP13
post Jul 24 2011, 05:57 PM
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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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McDougle
post Jul 24 2011, 06:13 PM
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@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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TP13
post Jul 24 2011, 08:20 PM
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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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McDougle
post Jul 24 2011, 08:40 PM
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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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McDougle
post Jul 25 2011, 12:47 PM
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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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