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> Chummer Character Generator
SpellBinder
post Jul 26 2011, 08:37 PM
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QUOTE (Nebular @ Jul 26 2011, 08:20 AM) *
QUOTE (McDougle @ Jul 26 2011, 07:49 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)

Still hoping that <selecttext /> can be added to the Geas quality, too, as there are numerous limitations possible and it can be taken more than once.
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suoq
post Jul 26 2011, 08:45 PM
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Found Unrestricted Agent / Mook (Thank you!)

Can't actually attach it to the agent. (Sorry.) Agents can only take the general and matrix programs. Can add it to Commlink, but that seems wrong.
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SpellBinder
post Jul 26 2011, 08:57 PM
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Why does it seem wrong to add an agent to a commlink? Agents run off of commlinks (or similar nodes, like your car, bike, drone, etc.). The agent uses the programs that are on the commlink just as if a persona were using those same programs (albeit without the general adaptability of swapping programs as needed). All that really should be attachable to an agent (or similar) are autosofts.
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Makki
post Jul 26 2011, 11:06 PM
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QUOTE (SpellBinder @ Jul 26 2011, 04:37 PM) *
Still hoping that <selecttext /> can be added to the Geas quality, too, as there are numerous limitations possible and it can be taken more than once.

I'd like that added to the Flashback qualities, too. The trigger is after all the most important thing.
And while we're on the topic. Why not add it to SINner, so one can enter, which nationality or corp belonging the char has.
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SpellBinder
post Jul 26 2011, 11:11 PM
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Not a bad idea on the Flashback and SINner qualities (including the Criminal SINner).
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ShadowWalker
post Jul 26 2011, 11:50 PM
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QUOTE (SpellBinder @ Jul 26 2011, 07:11 PM) *
Not a bad idea on the Flashback and SINner qualities (including the Criminal SINner).


What I think would be even better is to be able to right click on a quality, and add notes to them. (IMG:style_emoticons/default/smile.gif)
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McDougle
post Jul 27 2011, 03:17 AM
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QUOTE (ShadowWalker @ Jul 27 2011, 01:50 AM) *
What I think would be even better is to be able to right click on a quality, and add notes to them. (IMG:style_emoticons/default/smile.gif)

Notes r great... like everything could need notes in a chargen... (IMG:style_emoticons/default/grinbig.gif)

Iīve been silent for days about it. (IMG:style_emoticons/default/grinbig.gif) And now you start it again. (IMG:style_emoticons/default/wobble.gif) Its early in the morning. (IMG:style_emoticons/default/talker.gif)
11-hour SR-GMing-Session survived. (IMG:style_emoticons/default/spin.gif) Head is spinning. (IMG:style_emoticons/default/twirl.gif)

Still vouching for a hide/unhide for unused skills(rating0)&unused tabs(cyberware for magicians), too, because chummer is great to manage chars and gmīing on the one hand, but the skills tab is taking too much time ingame to sort out on the other hand(i prefer the tab-system in-program over stillstanding, not in an instant changeable htmīs (IMG:style_emoticons/default/nyahnyah.gif) ).
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Wizard_Thoarin
post Jul 27 2011, 05:26 AM
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Some magicians dabble in cyberware/bioware so hiding those should be optional... but I can see hiding the magic stuff if you haven't taken one of the qualities that give you access to magic. In general though, I'd prefer hiding of tabs be optional on character creation, character load or else just in the options menu with different options on when things are hidden and what tabs are hidden.
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Dhuul
post Jul 27 2011, 12:33 PM
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I dont know if this has been adressed before, but i just noticed the following:
If you create a technomancer without enabling any books but the corebook, the pool for resisting fading will not be calculated, because you cannot select a stream as those are in another book. I am not sure, but i think in an earlier version, Chummer did calculate that pool, but im not shure.
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Nebular
post Jul 27 2011, 01:11 PM
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QUOTE (suoq @ Jul 26 2011, 03:45 PM) *
Found Unrestricted Agent / Mook (Thank you!)

Can't actually attach it to the agent. (Sorry.) Agents can only take the general and matrix programs. Can add it to Commlink, but that seems wrong.

My understanding from reading it is that the Mook is attached to a device (like a Commlink) so it do simple hacking without you having to know how, meaning it should only be attached to a device, not a Matrix Program. Is that not correct?
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Nebular
post Jul 27 2011, 01:16 PM
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QUOTE (SpellBinder @ Jul 26 2011, 03:37 PM) *
Easy enough. Updated Qualities file is there now. (IMG:style_emoticons/default/smile.gif)

Still hoping that <selecttext /> can be added to the Geas quality, too, as there are numerous limitations possible and it can be taken more than once.

Done. Geas, Flashbacks, and SINner Qualities have been updated to include <selecttext />
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Nebular
post Jul 27 2011, 01:29 PM
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QUOTE (Dhuul @ Jul 27 2011, 07:33 AM) *
I dont know if this has been adressed before, but i just noticed the following:
If you create a technomancer without enabling any books but the corebook, the pool for resisting fading will not be calculated, because you cannot select a stream as those are in another book. I am not sure, but i think in an earlier version, Chummer did calculate that pool, but im not shure.

Never noticed that before. I've updated the Streams data file to include a "Default" Stream which has its sourcebook set to SR4, so anyone not using Unwired can now select a Stream.
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McDougle
post Jul 27 2011, 02:23 PM
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@W_T:

I am talking about optional hiding/unhiding the whole time. Of course those options shouldnīt be lost, it should just be possible to unclutter the chargen in, for example, career-mode(because its otherwise quite nice to manage chars inside the prog). (IMG:style_emoticons/default/wink.gif)
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McDougle
post Jul 27 2011, 02:24 PM
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I canīt DL a char named "<unknown>" in Omae(most likely cause of the brackets).
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Nebular
post Jul 27 2011, 03:12 PM
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QUOTE (McDougle @ Jul 27 2011, 09:23 AM) *
@W_T:

I am talking about optional hiding/unhiding the whole time. Of course those options shouldnīt be lost, it should just be possible to unclutter the chargen in, for example, career-mode(because its otherwise quite nice to manage chars inside the prog). (IMG:style_emoticons/default/wink.gif)

As I have said in the past, the only tabs that will ever be hidden are Critter-, Magic-, and Resonance-related which automaticaly appear/disappear based on a character's access to that information. These settings would be on a global basis, not character-by-character, meaning that if you hid a tab, everyone would lose access to it. There is no need to debate this as it isn't happening.
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McDougle
post Jul 27 2011, 03:43 PM
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Global basis?
I do see, that I donīt even understand that... interesting.
Certainly thought it would work differently.
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SpellBinder
post Jul 27 2011, 04:39 PM
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I can understand that myself, as changing the hidden tabs would likely require Nebular to rewrite some core fundamental code of Chummer itself to try and make it work. And I do mean try, as it very well could be impossible to make it work as intended (hide a particular tab from one open character, but not another open character? yeah, I think it wouldn't work at all).

Honestly I agree with his decision. From Excel alone I already know how much of a pain in the rectum it is to try and redesign something that affects the entire book.

BTW, thanks Nebular on the above mentioned qualities.
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10gauge
post Jul 27 2011, 05:55 PM
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Great program! Best since NSRCG!

One question: All bone laces don't show their bunuses for BOD. Is that part of a greater plan? (IMG:style_emoticons/default/smile.gif) Or does Chummer state those bonuses somewhere else... and I wasn't able to find it yet? Thanks!
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Nebular
post Jul 27 2011, 06:42 PM
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QUOTE (10gauge @ Jul 27 2011, 12:55 PM) *
Great program! Best since NSRCG!

One question: All bone laces don't show their bunuses for BOD. Is that part of a greater plan? (IMG:style_emoticons/default/smile.gif) Or does Chummer state those bonuses somewhere else... and I wasn't able to find it yet? Thanks!

I got hung up on this for a while since Bone Lacing doesn't actually affect BOD itself, but effectively increases it for Damage Resistance Tests (otherwise it would also improve BOD-linked Skills which isn't correct). I've been trying to figure out how to handle this since one of my players has this and keeps forgetting about it as well and finally hit upon a solution. In the next update (should be ready this evening), there will be a Damage Resistance Pool field on the Condition Monitor tab in Career Mode which will show exactly how many dice the character gets for their Damage Resistance Tests and will include the bonuses from Bone Lacing. You'll need to replace you Bone Lacing (just add it back for free) once the next update is available for the bonus to take effect.
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10gauge
post Jul 27 2011, 07:07 PM
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Ah, cool. Sounds good.

Why not adding bone lace bonuses to the BAL/IMP armor tab? Those bonus dice for damage resistance tests are virtually armor, I think.
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Nebular
post Jul 27 2011, 07:10 PM
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QUOTE (10gauge @ Jul 27 2011, 02:07 PM) *
Ah, cool. Sounds good.

Why not adding bone lace bonuses to the BAL/IMP armor tab? Those bonus dice for damage resistance tests are virtually armor, I think.

Because then it be potentially contributing towards Armor Encumbrance, and would also increase a character's Armor against thing like electrical damage which is AP -half (so Bone Lacing that adds +2 to Damage Resistance would incorrectly increase a character's Armor against electrical attacks by 1). It's all a wacky juggling act with numbers. (IMG:style_emoticons/default/biggrin.gif)
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10gauge
post Jul 27 2011, 07:40 PM
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Ok, you really have a point. (IMG:style_emoticons/default/biggrin.gif)

Another thing: Specializing in a knowledge skill doesn't lower my remaining karma.
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Dakka Dakka
post Jul 27 2011, 08:27 PM
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QUOTE (Nebular @ Jul 27 2011, 09:10 PM) *
Because then it be potentially contributing towards Armor Encumbrance, and would also increase a character's Armor against thing like electrical damage which is AP -half (so Bone Lacing that adds +2 to Damage Resistance would incorrectly increase a character's Armor against electrical attacks by 1). It's all a wacky juggling act with numbers. (IMG:style_emoticons/default/biggrin.gif)
Bone Lacing does in fact confer both, a bonus to BOD for Damage Resistance tests and ballistic and/or impact armor depending on the type. The latter should help against electricity and other -half attacks. Aluminum Lacing should give +2.5 dice, Titanium +3.5 against such attacks.

Dermal plating/sheath and Orthoskin should also increase the character's armor without encumbering him.
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Nebular
post Jul 27 2011, 08:34 PM
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QUOTE (Dakka Dakka @ Jul 27 2011, 03:27 PM) *
Bone Lacing does in fact confer both, a bonus to BOD for Damage Resistance tests and ballistic and/or impact armor depending on the type. The latter should help against electricity and other -half attacks. Aluminum Lacing should give +2.5 dice, Titanium +3.5 against such attacks.

Dermal plating/sheath and Orthoskin should also increase the character's armor without encumbering him.

Yes, and that's how it currently works. I was referring to the portion where he was saying that the BOD bonus could instead be applied to Armor instead. (IMG:style_emoticons/default/wink.gif)
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Nebular
post Jul 27 2011, 08:35 PM
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QUOTE (10gauge @ Jul 27 2011, 02:40 PM) *
Ok, you really have a point. (IMG:style_emoticons/default/biggrin.gif)

Another thing: Specializing in a knowledge skill doesn't lower my remaining karma.

Er, it should, and it seems to be working for me... Go to Tools > Options, select the Karma Costs tab and check what you have set for New Specialization (should be 2 by default).
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