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> Chummer Character Generator
SpellBinder
post Jul 29 2011, 07:13 PM
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QUOTE (Nebular @ Jul 29 2011, 06:02 AM) *
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.

Weird. When I was trying this last night it did not calculate correctly. Not sure why it worked this time.
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Crazy Ivan
post Jul 29 2011, 07:51 PM
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Also, I don't believe the Bicardiac quality adds two to the Stun track, only to how much fatigue you can take before it affects you.
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Nebular
post Jul 29 2011, 10:53 PM
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QUOTE (Crazy Ivan @ Jul 29 2011, 02:51 PM) *
Also, I don't believe the Bicardiac quality adds two to the Stun track, only to how much fatigue you can take before it affects you.

You're right, I misread that bit. Qualities data file has been updated to correct this.
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Nebular
post Jul 29 2011, 10:59 PM
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Build 166
  • Spirits and Sprites now have their Bound checkbox set correctly when loading a character
  • renamed Select Contact Connection Modifiers window to Advanced Contact Options
  • added Free Contact checkbox to Advanced Contact Options
  • clicking Cancel while selling a Weapon Accessory or Weapon Mod no longer sells the item
  • Armor Mods now display their calculated Availability when applicable
  • opening a linked Contact or Spirit now uses the same loading mechanism as other characters and properly sets the tab's title
  • added support for adding Notes to any item by right-clicking on an item and choosing Notes from the context menu (window can be quickly closed by pressing Esc which also saves the contents)
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McDougle
post Jul 30 2011, 12:15 AM
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You sir, are awesome. Customization for the win! (IMG:style_emoticons/default/spin.gif)


The only thing left is to somehow show if an item has notes on it or not. (IMG:style_emoticons/default/blush.gif)
(thinking about chars with 50+ gear-entries)
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Fyndhal
post Jul 30 2011, 12:25 AM
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Was playing around with an adept. "Way of the Burnout."

I selected Improved Reflexes II and it claimed it would cost 5.0 power points instead of the normal 2.5. Is this a bug, or am I missing something?

EDIT: It's weird. If I delete the power, then select it on the list, it shows the cost correctly -- 2.5 points. As soon as I add it, though, it doubles to 5.0.
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Nebular
post Jul 30 2011, 12:34 AM
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QUOTE (Fyndhal @ Jul 29 2011, 07:25 PM) *
Was playing around with an adept. "Way of the Burnout."

I selected Improved Reflexes II and it claimed it would cost 5.0 power points instead of the normal 2.5. Is this a bug, or am I missing something?

Anything that improves an Attribute above the natural Metatype Maximum costs twice the number of Power Points. So if your REA is 6 (your Metatype Maximum) and you try to put it to 8, the cost of each of those Ratings is doubled because it is going over that Metatype Maximum. Looking at the Improved Reflexes Power itself, I see that it doesn't actually say this, but in things like Improved Physical Attribute, Creative Eye, and Keen Wits state that "This power allows you to exceed your natural attribute maximum up to the augmented maximum, but each point over the maximum costs double (1.5 Power points per level)." So I'm not sure if this is another one of those annoying cases where there's an un-written "standard" that some of the other Powers just break, if this was text that was mistakenly left out of the Improved Reflexes Power, or it's just an "every Power for itself!" free-for-all. (IMG:style_emoticons/default/nyahnyah.gif)

Given that it's supposed to be the Adept's version of Wired Reflexes, I'm thinking it shouldn't cost the extra points. Guess I'll be updating that tomorrow.
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LG117
post Jul 30 2011, 03:35 AM
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I have been working on a Rigger for the last 2 weeks, but I am running in to a problem with Chummer. Periodically, my AGI and REA will get lowered (modified) to a value of 1, regardless of whatever I do to them. I have tried to reproduce the error, by building a new character and testing the things that I was doing just before the error, but have yet to figure it out. I have 3 save files, for the same character, but built separate times, which have this problem.

I wish that I could give you some more details to go on. The last time it happened, I was rebuilding the character and working on my Commlink, then went to print my character and check the Commlink output. Upon printing, I noticed the attributes were 1 again. Naturally building a test character, I can not reproduce this right now.

Would you like the save files with the incorrect stats? I have been trying to work around this, but there is just so much gear that I have to input every time that I can't keep up.

Thanks again for the program. It has been a huge help getting me started again in Shadowrun.
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Nebular
post Jul 30 2011, 06:06 AM
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QUOTE (LG117 @ Jul 29 2011, 10:35 PM) *
I have been working on a Rigger for the last 2 weeks, but I am running in to a problem with Chummer. Periodically, my AGI and REA will get lowered (modified) to a value of 1, regardless of whatever I do to them. I have tried to reproduce the error, by building a new character and testing the things that I was doing just before the error, but have yet to figure it out. I have 3 save files, for the same character, but built separate times, which have this problem.

I wish that I could give you some more details to go on. The last time it happened, I was rebuilding the character and working on my Commlink, then went to print my character and check the Commlink output. Upon printing, I noticed the attributes were 1 again. Naturally building a test character, I can not reproduce this right now.

Would you like the save files with the incorrect stats? I have been trying to work around this, but there is just so much gear that I have to input every time that I can't keep up.

Thanks again for the program. It has been a huge help getting me started again in Shadowrun.

Check your Armor. AGI and REA are affected by Armor Encumbrance if your total amount of Armor worn exceeds BOD x 2. If you hover over the augmented values for an Attribute, it will tell you where your modifiers are coming from.

If your group uses the rule where wearing only a single piece of Armor never causes Armor Encumbrance, you can turn this on in the Optional Rules section of the Options window.
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LG117
post Jul 30 2011, 04:28 PM
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Oh goodness, I feel like an idiot. That was exactly the problem. I did not realize there was an "Equipped" check box in the Armor's information. During character creation, I was just dumping stuff into the shopping cart and not giving it a second thought.

Sorry for the trouble Nebular. If only I had noticed this myself weeks ago. I would be finished with the character by now. (IMG:style_emoticons/default/smile.gif)
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Fyndhal
post Jul 30 2011, 04:43 PM
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Nebular: Since the armor thing comes up so frequently, maybe put a mouseover text on the reduced stat saying "Reduced by Armor Encumbrance" or some such?
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ShadowWalker
post Jul 30 2011, 05:40 PM
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QUOTE (LG117 @ Jul 30 2011, 12:28 PM) *
Oh goodness, I feel like an idiot. That was exactly the problem. I did not realize there was an "Equipped" check box in the Armor's information. During character creation, I was just dumping stuff into the shopping cart and not giving it a second thought.

Sorry for the trouble Nebular. If only I had noticed this myself weeks ago. I would be finished with the character by now. (IMG:style_emoticons/default/smile.gif)


Maybe the default for armour should be to have it not equipped?
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Nebular
post Jul 30 2011, 05:51 PM
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QUOTE (Fyndhal @ Jul 30 2011, 11:43 AM) *
Nebular: Since the armor thing comes up so frequently, maybe put a mouseover text on the reduced stat saying "Reduced by Armor Encumbrance" or some such?

Already does. If you hover over the Augmented Attribute, it shows exactly how it got that number, even showing the encumbrance for Ballistic and Impact individually. (IMG:style_emoticons/default/smile.gif)
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Nebular
post Jul 30 2011, 06:23 PM
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Build 167
  • Adept Powers that affect an Attribute can now be marked as not doubling the Power Point cost when the affected Attribute exceeds its Metatype Maximum
  • Improved Reflexes Adept Powers no longer double the Power Point cost when raising REA above its Metatype Maximum
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Dakka Dakka
post Jul 30 2011, 07:05 PM
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I don't get why you implement this houserule. Does anyone actually want to make powers that do not require the doubling more expensive?
IIRC only Improved Physical Attribute requires this doubling. No need to add it to others.
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Nebular
post Jul 30 2011, 07:11 PM
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QUOTE (Dakka Dakka @ Jul 30 2011, 02:05 PM) *
I don't get why you implement this houserule. Does anyone actually want to make powers that do not require the doubling more expensive?
IIRC only Improved Physical Attribute requires this doubling. No need to add it to others.

There is no house rule stuff here at all. The only Adept Powers that affect an Attribute's Rating are Creative Eye (Way of the Adept), Improved Physical Attribute (SR4A), Improved Reflexes (SR4A), and Keen Wits (Way of the Adept). Of those 4, only Improved Reflexes does not explicitly say that the Power Point cost is doubled if the Power causes an Attribute to exceed its Metatype Maximum. Improved Reflexes says nothing about the cost of the Power being doubled if it causes REA to exceed its Metatype Maximum. All this is really doing is adding support for an XML element to indicate that an Adept Power's cost does not cost double if an Attribute exceeds its Metatype Maximum, and applying it to Improved Reflexes so its cost isn't incorrectly doubled (otherwise an Adept would being paying 8 Power Points for Improved Reflexes 3 if it raised his REA over its Metatype Maximum). What people do with it in their custom data files is their problem. (IMG:style_emoticons/default/smile.gif)
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Dakka Dakka
post Jul 30 2011, 07:24 PM
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So your saying that by default all powers double if an attribute is increased beyond the natural maximum but there is a switch to remove this doubling? Wouldn't it be easier to just implement doubling on the three powers that actually have it in the rules?
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Nebular
post Jul 30 2011, 07:29 PM
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QUOTE (Dakka Dakka @ Jul 30 2011, 02:24 PM) *
So your saying that by default all powers double if an attribute is increased beyond the natural maximum but there is a switch to remove this doubling? Wouldn't it be easier to just implement doubling on the three powers that actually have it in the rules?

Only Powers that affect an Attribute's Rating are affected by this, and only the portion of the Power's Rating that puts the Attribute over its Metatype Maximum is doubled (so a Human with BOD 5 that takes Improved Physical Attribute (BOD) Rating 2 will pay 2.25 Power Points). I made the decision on the information that was available. 3 Powers said they doubled the cost, 1 didn't, so it seemed that not doubling the cost was the exception.
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Major Doom
post Jul 30 2011, 10:25 PM
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Hey Nebular, trying to run the application on Windows 7 64bit and I receive the following error:

[img]http://i.imgur.com/XfvpX.jpg[/img]

I even tried running using "Run as administrator". I have .Net Framework 4 installed as well. Any ideas?

Thanks.
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Nebular
post Jul 30 2011, 10:41 PM
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Looks like this error can pop up if you're using an out-of-date, pre-release, or incorrect version of .NET (or something has replaced a .NET assembly that shouldn't have been replaced). From what I've ready, downloading and re-installing the .NET Framework usually fixes the problem (though nobody seems to really have an answer beyond that), so I'd give that a try. Hopefully that will fix the problem. Here's the URL for .NET Framework 4 which should included all of its latest updates. http://www.microsoft.com/net/download.aspx If you have a pre-release copy of .NET Framework 4, you apparently need to uninstall it before installing the release version.
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Marvelous Marvin
post Jul 30 2011, 10:49 PM
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The Add & More button does nothing.
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Nebular
post Jul 30 2011, 11:15 PM
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QUOTE (Marvelous Marvin @ Jul 30 2011, 05:49 PM) *
The Add & More button does nothing.

You need to have something selected first. It adds the selected item to your character, then opens the window again so you can pick another item without having to click the Add [whatever] button in the main window each time.
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Marvelous Marvin
post Jul 30 2011, 11:21 PM
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QUOTE (Nebular @ Jul 30 2011, 04:15 PM) *
You need to have something selected first. It adds the selected item to your character, then opens the window again so you can pick another item without having to click the Add [whatever] button in the main window each time.

I C

Then how do I add in the missing material from the other books?

<edit> never mind. I found the options menu. I R Dummy.
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Aku
post Jul 31 2011, 01:11 PM
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Would it be possible to have the accepted book listed saved on a per character basis as part of the chum file?
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ggodo
post Jul 31 2011, 06:09 PM
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ok, this is an odd bug. I add Uneducated, and it only gives me back 8 points, but it still counts it as 20 for the qualities limit. anyone else have that happen?
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