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> Chummer Character Generator
Nebular
post Jul 27 2011, 09:24 PM
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Build 164
  • added support for <damageresistance /> to Improvement Manager which grants a character additional dice for Damage Resistance Tests
  • added Ballistic Armor and Impact Armor fields to the Condition Monitor tab in Career Mode
  • added Dmg Resistance Pool field to the Condition Monitor tab in Career Mode which shows the total number of dice the character gets for Damage Resistance Tests
  • Advanced Lifestyle Qualities are now properly cleared when moving from one Advanced Lifestyle to another in Career Mode
  • Spirits and Sprites no longer have their number of services owed limited by an Active Skill in Career Mode
  • Adept Powers that improve Attributes now double the Power Points cost when going over the Attribute's Metatype Maximum
  • Armor now displays the selected value for its Improvement when applicable
  • Armor and Armor Mods now show their name instead of internal ID when asking for values to be selected for an Improvement
  • Metamagics and Echoes now show their name instead of internal ID when asking for values to be selected for an Improvement
  • Mentor Spirits and Paragons now show their name instead of internal ID when asking for values to be selected for an Improvement
  • Martial Arts Advantages now show their name instead of internal ID when asking for values to be selected for an Improvement
  • Metatypes and Metavariants now show their name instead of internal ID when asking for values to be selected for an Improvement
  • Improvement dialogues now show the name of the item adding the Improvement for clarification if it's provided
  • canceling an Improvement dialogue when selecting a Mentor Spirit or Paragon now properly cancels the Quality being added
  • fixed an issue where deleting the last existing Weapon Accessory on a Weapon would also delete the first Weapon Mod
  • Advanced Lifestyles now print their Comforts, Entertainment, Necessities, Neighborhood, Security, and Qualities
  • binding a Focus in Career Mode now creates a Karma Expense Entry instead of requiring a manual Karma Expense Entry to be made
  • un-binding a Focus in Career Mode now asks for confirmation
  • added ability to filter Active Skills by All, Rating > 0, and Total Rating > 0 in Career Mode
  • special path characters are now ignored by Omae when attempting to save the downloaded file
Outstanding Items
  • Cyberzombies
  • Notes Field for Armor/Clothing?
  • TreeView Copy/Paste
  • Omae Character Feedback
  • GM Character Management/Karma/Nuyen/Gear Distribution
  • Multiple Clips and Different Ammo
  • A.I. Inherent Programs
  • Cheat Sheets?
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McDougle
post Jul 27 2011, 10:53 PM
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Bioware: Bone Density Augmentation doesn´t add to the DMG Resistance Pool yet.
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Nebular
post Jul 27 2011, 11:17 PM
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Updated the Bioware file. Should be good now.
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McDougle
post Jul 28 2011, 01:58 AM
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Thanks. (IMG:style_emoticons/default/smile.gif) Fast as always.

Next thing:
Every time I open Chummer, All spirits are checked as "bound".
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Minimax le Rouge
post Jul 28 2011, 08:02 AM
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Hello,
* the Made Man Qualitie should provide "a free Group Contact with a modified Connection Rating of 8 and a Loyalty Rating of 4. [...]"
so it need a "Free" button or a karma reduction

* 1 impact armor point is missing on each level of the Dermal Sheath

* Black Market Pipeline "guarantees a 10 percent discount when the character buys the appropriate merchandise from the Black Market Contact"
it would be difficult to manage this, i think :/
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suoq
post Jul 28 2011, 10:31 AM
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QUOTE (Nebular @ Jul 27 2011, 08:11 AM) *
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?

The Unrestricted Agent [Mook] as coded in Chummer is Avail: +2, Cost: Gear Cost * 2. One cannot pick a rating.
The Agent has the ability to select a rating, and an availability and cost based on that rating.

Given the above, either the Mook needs to be recoded in Chummer to have a rating and cost and availability based on rating OR Mook is an option that needs to be attached to the agent, not the commlink.

I'm not sure which of the two directions is the right one. Sorry.
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Nebular
post Jul 28 2011, 01:21 PM
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QUOTE (Minimax le Rouge @ Jul 28 2011, 03:02 AM) *
* 1 impact armor point is missing on each level of the Dermal Sheath

Cyberware data file has been updated to correct this.
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Nebular
post Jul 28 2011, 01:34 PM
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QUOTE (suoq @ Jul 28 2011, 05:31 AM) *
The Unrestricted Agent [Mook] as coded in Chummer is Avail: +2, Cost: Gear Cost * 2. One cannot pick a rating.
The Agent has the ability to select a rating, and an availability and cost based on that rating.

Given the above, either the Mook needs to be recoded in Chummer to have a rating and cost and availability based on rating OR Mook is an option that needs to be attached to the agent, not the commlink.

I'm not sure which of the two directions is the right one. Sorry.

Ah, I see. Should it be attachable to Autosofts, Agent (like Homeground, Expert Defense, etc. from UN 113), the Agent Matrix Program (SR4 330) or both?
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Makki
post Jul 28 2011, 02:40 PM
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just tried to build a Milspec Armor, there seems to be an error in the capacity calculation.
-Ruthenium Polymer Coating is a Coating and does not use up capacity (Arsenal p 50)
-Military-Grade Armor Enhancements and their capacity are on page 182. e.g. Hydraulic Jacks cost [Rating+1]. Currently it is just "1".
-there is much more too choose from for upgrading your Armor (note, only those who have capacity slots) in the black box on page 44
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Nebular
post Jul 28 2011, 03:23 PM
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QUOTE (Makki @ Jul 28 2011, 09:40 AM) *
just tried to build a Milspec Armor, there seems to be an error in the capacity calculation.
-Ruthenium Polymer Coating is a Coating and does not use up capacity (Arsenal p 50)
-Military-Grade Armor Enhancements and their capacity are on page 182. e.g. Hydraulic Jacks cost [Rating+1]. Currently it is just "1".
-there is much more too choose from for upgrading your Armor (note, only those who have capacity slots) in the black box on page 44

I've updated the Armor data file to correct the first two points. In regards to the last one - all of those items are already there, but they must be added as Gear since they're Gear that consume Armor Capacity and not actually Armor Mods.
I also need to make a change to allow Armor to calculate Availability based on Rating which will be in the next update (until then, Rating formulas will show up in their raw format)
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suoq
post Jul 28 2011, 03:26 PM
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QUOTE (Nebular @ Jul 28 2011, 07:34 AM) *
Ah, I see. Should it be attachable to Autosofts, Agent (like Homeground, Expert Defense, etc. from UN 113), the Agent Matrix Program (SR4 330) or both?

I believe it should be attachable to the Agent Matrix Program.

Having now tried to use Homeground in Chummer, I'm not sure how it's intended to be used. It looks like it should be attachable to a commlink or to an agent program but it's not. As far as I can find, it can only be bought as gear.

I'm sorry. I'm still too new at Chummer to understand how it's intended to work with software and commlinks. I really love it and appreciate it. I just don't make a good user of it.
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Nebular
post Jul 28 2011, 03:42 PM
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QUOTE (suoq @ Jul 28 2011, 10:26 AM) *
I believe it should be attachable to the Agent Matrix Program.

Having now tried to use Homeground in Chummer, I'm not sure how it's intended to be used. It looks like it should be attachable to a commlink or to an agent program but it's not. As far as I can find, it can only be bought as gear.

I'm sorry. I'm still too new at Chummer to understand how it's intended to work with software and commlinks. I really love it and appreciate it. I just don't make a good user of it.

I've updated the Gear data file so that Mook can only be attached to the Agent Matrix Program, and all Autosofts, Agents to cover all of the bases. (IMG:style_emoticons/default/smile.gif)

Matrix Programs are designed to be placed on Commlinks and Peripherals since they need to run on the character's devices. Software plugins can then be stacked on top of them. Autosofts are intended to be added to Vehicles/Drones withe plugins being stacked on top as needed.
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Leoric
post Jul 28 2011, 03:56 PM
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It seems that the Attention Coprocessor (AU p36) doesn't add its rating to the perception dice pool (neither in chummer nor in the charsheet).

Also, i'm not very good with xml, so anybody could help me create new cyberware grades for chummer (I was thinking of grades for cybersuites suites)?
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ShadowWalker
post Jul 28 2011, 04:18 PM
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QUOTE (Nebular @ Jul 28 2011, 10:42 AM) *
I've updated the Gear data file so that Mook can only be attached to the Agent Matrix Program, and all Autosofts, Agents to cover all of the bases. (IMG:style_emoticons/default/smile.gif)

Matrix Programs are designed to be placed on Commlinks and Peripherals since they need to run on the character's devices. Software plugins can then be stacked on top of them. Autosofts are intended to be added to Vehicles/Drones withe plugins being stacked on top as needed.


Should be able to link Matrix Programs to Agents, and IC as well, since they use them and while they are in use the hacker can't use them, unless they have broken the copy protection and made copies.
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McDougle
post Jul 28 2011, 04:29 PM
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QUOTE (Leoric @ Jul 28 2011, 05:56 PM) *
Also, i'm not very good with xml, so anybody could help me create new cyberware grades for chummer (I was thinking of grades for cybersuites suites)?

Take a look at the chummer wiki(linked within chummer). (IMG:style_emoticons/default/wink.gif)

Once you get a hang of it it is actually quite easy to work with. I didn´t think I would get it to work, too, but I included a new book(to enable custom content), a new martial art, a new vehicle and trophies with some custom xml´s by now. (IMG:style_emoticons/default/smile.gif)
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Nebular
post Jul 28 2011, 05:00 PM
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QUOTE (Leoric @ Jul 28 2011, 10:56 AM) *
It seems that the Attention Coprocessor (AU p36) doesn't add its rating to the perception dice pool (neither in chummer nor in the charsheet).

Also, i'm not very good with xml, so anybody could help me create new cyberware grades for chummer (I was thinking of grades for cybersuites suites)?

Cyberware data file has been updated to correct this.

Unfortunately you cannot create custom Grades of Cyberware/Bioware because of how things work internally, and thanks to the biggest pain in the butt: Adapsin. (IMG:style_emoticons/default/nyahnyah.gif)
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McDougle
post Jul 28 2011, 07:01 PM
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When opening an attached spirit the spirit is shown as "Unnamed Character" in the tab, even if it has a name.
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Marwynn
post Jul 28 2011, 11:25 PM
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Minor thing:

Martial Art Maneuver "Set-Up" (Arsenal, p160) is listed as "Step-Up" which made me giggle and cringe as I thought of that horrible dance movie a few years back.

Great work, Nebular!
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10gauge
post Jul 29 2011, 12:24 AM
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QUOTE (Nebular @ Jul 27 2011, 10:35 PM) *
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).

Nope, doesn't work here.
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Nebular
post Jul 29 2011, 12:42 AM
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QUOTE (Marwynn @ Jul 28 2011, 06:25 PM) *
Minor thing:

Martial Art Maneuver "Set-Up" (Arsenal, p160) is listed as "Step-Up" which made me giggle and cringe as I thought of that horrible dance movie a few years back.

Great work, Nebular!

Whoops! Updated the Martial Arts data file to correct this.
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SpellBinder
post Jul 29 2011, 06:39 AM
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Noticed the Improved Physical Attribute is working when you go into the augmented maximums, but also that you can select any active attribute and not just Physical ones.

Also, this same limitation also applies to Creative Eye and Keen Wits. Hopefully how they're set up currently can be kept that way, as I've been entertaining thoughts of creating adept powers to cover Charisma and Willpower.

And thanks for putting the Mentor Spirit's details in the Spells & Spirits tab (and catching it to the Sprites & Complex Forms for TM Paragons too).
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KarmaInferno
post Jul 29 2011, 07:18 AM
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Anyone else having trouble getting the list of Sapient Critters to show up?

I can access them via New Critter, but not when making a New Character.

I have all the book options turned on and automatic updating enabled.

Also, for some reason the Asthma and Records On File negative qualities do not appear in the lists during Quality selection, even though I can find them in the XML file.



-k
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Nebular
post Jul 29 2011, 12:56 PM
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QUOTE (KarmaInferno @ Jul 29 2011, 02:18 AM) *
Anyone else having trouble getting the list of Sapient Critters to show up?

I can access them via New Critter, but not when making a New Character.

I have all the book options turned on and automatic updating enabled.

Also, for some reason the Asthma and Records On File negative qualities do not appear in the lists during Quality selection, even though I can find them in the XML file.

-k

The only Sapient Critters you should see when creating a new character should be Centaur, Naga, Pixie, and Sasquatch as they're the only Sapient Critters PC Metatypes detailed in Runner's Companion. All of the other Sapient Critters are only ever described as Critters.

When creating a new Human (I'm just using it as a reference so we can both look at the same Quality list) with all of the books enabled, Asthma should be the second-last Quality in the A section (should go Asthma, Augmentation Addict, Bad Luck), and Records on File should be the second Quality in the R section (Quadriplegic (Full Immersion), Reality Impaired, Records on File). They aren't restricted by any requirements or by blocked by other Qualities, so they should appear in the Negative Quality list for anyone.
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Nebular
post Jul 29 2011, 01:02 PM
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QUOTE (SpellBinder @ Jul 29 2011, 01:39 AM) *
Noticed the Improved Physical Attribute is working when you go into the augmented maximums, but also that you can select any active attribute and not just Physical ones.

Also, this same limitation also applies to Creative Eye and Keen Wits. Hopefully how they're set up currently can be kept that way, as I've been entertaining thoughts of creating adept powers to cover Charisma and Willpower.

Creative Eye and Keen Wits were already setup correctly. No idea how Improved Physical Attribute went without being noticed for so long. (IMG:style_emoticons/default/smile.gif) Adept Powers file has been updated to correct this.
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KarmaInferno
post Jul 29 2011, 03:48 PM
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QUOTE (Nebular @ Jul 29 2011, 08:56 AM) *
The only Sapient Critters you should see when creating a new character should be Centaur, Naga, Pixie, and Sasquatch as they're the only Sapient Critters PC Metatypes detailed in Runner's Companion. All of the other Sapient Critters are only ever described as Critters.

When creating a new Human (I'm just using it as a reference so we can both look at the same Quality list) with all of the books enabled, Asthma should be the second-last Quality in the A section (should go Asthma, Augmentation Addict, Bad Luck), and Records on File should be the second Quality in the R section (Quadriplegic (Full Immersion), Reality Impaired, Records on File). They aren't restricted by any requirements or by blocked by other Qualities, so they should appear in the Negative Quality list for anyone.

Yeah, I'm not seeing ANY races in the list when I select the Sapient Critter category.

As for the Qualities, they don't show up in the listings even if I turn off all the restriction settings.

I even tried uninstalling and reinstalling everything.



-k
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