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> Chummer Character Generator
ShadowWalker
post Jul 25 2011, 12:56 PM
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QUOTE (McDougle @ Jul 25 2011, 08:47 AM) *
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)


Still a bug I think since duplicates still shouldn't be showing up.
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McDougle
post Jul 25 2011, 01:04 PM
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That was a quick fix. I wouldnīt further concern anyone with it(could already be written in the wiki, I didnīt read through everything (IMG:style_emoticons/default/wink.gif) )

Capsule-Rounds:

The reload-button menu should also display the different types of capsule-rounds[(empty);(chemicalA);(chemicalB); ec.] to choose from.
The way I see it, it would look like this:
Ammo: Regular Ammo
Ammo: Gel Rounds
Ammo: Capsule Rounds (empty)
Ammo: Capsule Rounds (Neuro-Stun)
Ammo: Capsule Rounds (Narcoject)
ec. ec. pp.
-> then the chemicals could also alter the weapon stats(like all other ammonitions do, too)(glad that they translate into DV and AP well).
->possible to state the side effects, too(neusea, disorientation ec.)?

-->This would also be nice for splash grenades. (IMG:style_emoticons/default/smile.gif)
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Crazy Ivan
post Jul 25 2011, 04:07 PM
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As a possibility, how difficult would it be to add in support for a Cyberzombie? Most of it is pretty straight forward (add in all of the cyber in the book, add support for the lifestyle addition, move on), but the immunity to natural weapons, hazing, and other goodies of being the cybered undead would be cool to add I think.
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McDougle
post Jul 25 2011, 06:01 PM
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I tried to make "Custom Clothing ()" using <selecttext /> , which already works for "Trophy ()" in Gear... I canīt get it to work in armor though.
It is displaying "Enter a value for *code-rubbish". I can enter something, but that isnt displayed. It is shown as "Custom Clothing" afterwards.
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Bobby
post Jul 25 2011, 06:32 PM
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I am having a problem adding Autosofts to my Drone. I'm in Career mode, I have a Drone, I have Pilot software, and I cannot find a way to add Autosofts to either the drone directly, or the Pilot software.

Could someone guide me through this so I can see what I'm doing wrong please? I can see Autosofts when I am buying gear for the character but not on the drone plugin options.
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Nebular
post Jul 25 2011, 06:57 PM
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QUOTE (Crazy Ivan @ Jul 25 2011, 11:07 AM) *
As a possibility, how difficult would it be to add in support for a Cyberzombie? Most of it is pretty straight forward (add in all of the cyber in the book, add support for the lifestyle addition, move on), but the immunity to natural weapons, hazing, and other goodies of being the cybered undead would be cool to add I think.

Not sure. I'll have to read up on the Cyberzombies again. I know the Lifestyle for them is already in there. (It should be in the Lifestyle list as something like "Cyberzombie Lifestyle Addon"). If they need access to certain Critter Powers, it shouldn't be a big deal.
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Nebular
post Jul 25 2011, 07:00 PM
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QUOTE (McDougle @ Jul 25 2011, 08:04 AM) *
That was a quick fix. I wouldnīt further concern anyone with it(could already be written in the wiki, I didnīt read through everything (IMG:style_emoticons/default/wink.gif) )

Capsule-Rounds:

The reload-button menu should also display the different types of capsule-rounds[(empty);(chemicalA);(chemicalB); ec.] to choose from.
The way I see it, it would look like this:
Ammo: Regular Ammo
Ammo: Gel Rounds
Ammo: Capsule Rounds (empty)
Ammo: Capsule Rounds (Neuro-Stun)
Ammo: Capsule Rounds (Narcoject)
ec. ec. pp.
-> then the chemicals could also alter the weapon stats(like all other ammonitions do, too)(glad that they translate into DV and AP well).
->possible to state the side effects, too(neusea, disorientation ec.)?

-->This would also be nice for splash grenades. (IMG:style_emoticons/default/smile.gif)

Well, you can already add chemicals to ammo/grenades on the Gear tab. The problem is that you can't have multiple types of the same ammo for the same category of gun (so you can't have multiple occurrences of Ammo: Regular for Heavy Pistols) since adding an existing ammo increases the quantity instead (that way you don't end up with a bunch of Ammo: Regular each time you buy another 50 rounds.
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Nebular
post Jul 25 2011, 07:01 PM
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QUOTE (McDougle @ Jul 25 2011, 01:01 PM) *
I tried to make "Custom Clothing ()" using <selecttext /> , which already works for "Trophy ()" in Gear... I canīt get it to work in armor though.
It is displaying "Enter a value for *code-rubbish". I can enter something, but that isnt displayed. It is shown as "Custom Clothing" afterwards.

The bunch of characters it's spitting out is the internal ID the application uses to identify what it's working with. Armor wasn't designed to work with Improvement prompts like custom text, and it has no idea how to display it. I'll have to do some looking into this.
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Nebular
post Jul 25 2011, 07:05 PM
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QUOTE (Bobby @ Jul 25 2011, 01:32 PM) *
I am having a problem adding Autosofts to my Drone. I'm in Career mode, I have a Drone, I have Pilot software, and I cannot find a way to add Autosofts to either the drone directly, or the Pilot software.

Could someone guide me through this so I can see what I'm doing wrong please? I can see Autosofts when I am buying gear for the character but not on the drone plugin options.

You should just be able to add it directly to the drone. Right-click on the drone's name, select Add Gear, and you'll get the Select Gear window. From the Category dropdown, select Autosofts, and you should be able to pick whichever ones you'd like. Can't think of any reason why the category wouldn't be there (but stranger stuff has happened).
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Nebular
post Jul 25 2011, 07:13 PM
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QUOTE (TP13 @ Jul 24 2011, 12:57 PM) *
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.

Massive amount of content...

(IMG:style_emoticons/default/wobble.gif) So hard to try and catch all of that stuff. I really wish they'd just put it in all the compiled tables at the back of the books so I don't thave to skim every page to see if there's something missing. (IMG:style_emoticons/default/smile.gif) I'll start adding this stuff in.
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Bobby
post Jul 25 2011, 10:46 PM
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QUOTE (Nebular @ Jul 25 2011, 08:05 PM) *
You should just be able to add it directly to the drone. Right-click on the drone's name, select Add Gear, and you'll get the Select Gear window. From the Category dropdown, select Autosofts, and you should be able to pick whichever ones you'd like. Can't think of any reason why the category wouldn't be there (but stranger stuff has happened).


Ahh, it was me being confused by the UI - I saw 'Add Gear' with 'Add as Plugin' and 'Add Nexus' and thought they were the only two options - clicking 'add gear' itself never occurred to me. Not something I'd seen elsewhere.
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Nebular
post Jul 25 2011, 11:07 PM
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QUOTE (TP13 @ Jul 24 2011, 03:20 PM) *
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

I cannot find any reference to their Essence or Nuyen cost. Warform mentions increasing the cost of the Critter, but there is nothing to really indicate what the cost of the Critter is.

QUOTE (TP13 @ Jul 24 2011, 03:20 PM) *
all non-magical metagenic qualities at .1 essence and BP*25,000 cost could be included under transgenics genetech RC 110

How do you identify which ones are magical, as there is nothing in the Quality descriptions that says whether or not Quality X is magical/non-mgaical.

QUOTE (TP13 @ Jul 24 2011, 03:20 PM) *
all bioware at standard essence and cost could be included as transgenics genetech AG 93

I don't see any reference to this. All I see is that the GM must decide whether or not the Transgenics presented in the list are compatible with a character's Cyberware/Bioware.

QUOTE (TP13 @ Jul 24 2011, 03:20 PM) *
Permanent genetic infusions (braveheart, endure, inspiration, sideways) as transgenic genetech AG94

I can't really enter these without a Nuyen or Essence cost.

QUOTE (TP13 @ Jul 24 2011, 03:20 PM) *
Feywear (attached to the positive qualities list) could be added as armor mods AT 157

I'll put the example one in the Armor data file (the cost in the book is wrong based on the formula they provide), but the rest must be entered as custom data since essentially any Quality can be added to the character by them. The Quality must also be added to the character for free once they enter Career mode, since nothing has the ability to actually give a character a Quality.
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McDougle
post Jul 26 2011, 12:00 AM
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1. Splash-Grenades can choose Chemicals, Capsule-Rounds canīt.

2. Canīt they count as other ammo-types the second they choose a plugin(chemical)?
Uīd have to enter new ammo-classes for every chemical(i bet a lot of work), but that would make the management of such grenades and ammo way more easy! (IMG:style_emoticons/default/smile.gif)
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Makki
post Jul 26 2011, 12:17 AM
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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

this, just in case you missed it

and a new suggestion: Order the knowledge skills alphabetically like everything else.
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Nebular
post Jul 26 2011, 12:19 AM
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QUOTE (Makki @ Jul 25 2011, 07:17 PM) *
this, just in case you missed it

and a new suggestion: Order the knowledge skills alphabetically like everything else.

First one's already on my list. I'll add the other one as well. That one's going to be a little more tricky since you can change the name at any time.
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Makki
post Jul 26 2011, 12:33 AM
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QUOTE (Nebular @ Jul 25 2011, 07:19 PM) *
First one's already on my list. I'll add the other one as well. That one's going to be a little more tricky since you can change the name at any time.

I don't know if it that helps, but it'd be enough if the sorting happened for the print alone.
Oh and yeah, maybe separate Languages from Knowledge skills (IMG:style_emoticons/default/nyahnyah.gif)

I can be demanding, uh creative I mean!
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Shortstraw
post Jul 26 2011, 10:05 AM
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Two minor bugs the adept powers from WA that add to mental stats only add 1 point to the augmented stat regardless of the level and Mind Over Matter from war! adds 0 to the augmented attribute.

Edit: Also advanced lifestyles need the options from running wild p40.
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Nebular
post Jul 26 2011, 01:21 PM
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Armor, Cyberware, Powers, Gear, Metamagic, Lifestyles, and Books data files have been updated to fix stuff and add missing items, along with the SR4 Character Sheet to sort Knowledge Skills by name.
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McDougle
post Jul 26 2011, 02:49 PM
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Cool thing. (IMG:style_emoticons/default/smile.gif)

To bad I didnīt find it before the update:
Spirit Affinity doesnīt include <selecttext />.
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Nebular
post Jul 26 2011, 03:20 PM
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QUOTE (McDougle @ Jul 26 2011, 09:49 AM) *
Cool thing. (IMG:style_emoticons/default/smile.gif)

To bad I didnīt find it before the update:
Spirit Affinity doesnīt include <selecttext />.

Easy enough. Updated Qualities file is there now. (IMG:style_emoticons/default/smile.gif)
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Minimax le Rouge
post Jul 26 2011, 03:25 PM
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hello,
in the weapon mod. :
the Folding Stock provide 1 RC, but the Folding Stock, Powered don't.
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Nebular
post Jul 26 2011, 03:29 PM
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QUOTE (Minimax le Rouge @ Jul 26 2011, 10:25 AM) *
hello,
in the weapon mod. :
the Folding Stock provide 1 RC, but the Folding Stock, Powered don't.

Updated the Weapons data file to fix this.
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Nebular
post Jul 26 2011, 03:30 PM
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With enough people asking for an XSD file for the save files, I've finally taken the hint and put one together. (IMG:style_emoticons/default/smile.gif) It has been rolled into the Chummer XSD Files zip found on the Chummer Wiki.
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Dakka Dakka
post Jul 26 2011, 04:13 PM
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If you remove the stock from the Ingram Smartgun X, the GasVent is removed as well. If you add it afterwards it costs a mod slot.
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Nebular
post Jul 26 2011, 04:19 PM
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QUOTE (Dakka Dakka @ Jul 26 2011, 11:13 AM) *
If you remove the stock from the Ingram Smartgun X, the GasVent is removed as well. If you add it afterwards it costs a mod slot.

Once a mod has been removed, adding a new copy of it is like installing any othe after-market mod and should consume the slot. Unused mods can just be marked as not installed if you want to keep them but not use them for the time being. Of course in this case, the GasVent shouldn't be removed if the Stock is what was deleted. That's just weird. I'll look into it.
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