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> Chummer Character Generator
Nebular
post Jul 31 2011, 06:12 PM
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QUOTE (ggodo @ Jul 31 2011, 01:09 PM) *
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?

This will happen if you put any points into Technical Active Skills before you took Uneducated. You're getting back the 20 BP from taking Uneducated, but all of your Technical Active Skills are now costing you twice as many BP as before.
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SpellBinder
post Jul 31 2011, 06:37 PM
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Something I noticed a while ago, Celerity is the only quality that is adding to a character's speed. Satyr Legs also add to speed (and would wager both fully double your speed), and while I haven't quite figured out how the raptor legs cybergear is supposed to work, they too will add to speed.
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Nebular
post Jul 31 2011, 07:30 PM
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QUOTE (SpellBinder @ Jul 31 2011, 01:37 PM) *
Something I noticed a while ago, Celerity is the only quality that is adding to a character's speed. Satyr Legs also add to speed (and would wager both fully double your speed), and while I haven't quite figured out how the raptor legs cybergear is supposed to work, they too will add to speed.

Cyberware and Qualities data files have been updated to add the movement bonuses to these (and the Gymnastics bonus to Raptor Legs)
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McDougle
post Jul 31 2011, 10:40 PM
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Just noticed the dropdown for active-skills...


OH MY GAWD, THANK YOU!

I was sooooo hoping this would somehow make it into chummer. (IMG:style_emoticons/default/notworthy.gif)
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Neko Asakami
post Aug 1 2011, 06:28 AM
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Ancient History has given us permission to use his alternate PACKs in Chummer. Could we get them added as either a semi-official (like the German books) or as an additional download? I would be really appreciative. Link to the file is here: http://www.shadowrun2.com/PACKS_Platinum.pdf He gave me permission here.
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Nebular
post Aug 1 2011, 02:46 PM
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Vehicles data file has been updated to include the corrected values found in the updated copy of This Old Drone, meaning the drones from there no longer suck (and take 100 rounds to accelerate to top speed)!
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McDougle
post Aug 1 2011, 10:51 PM
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At first I thought I wouldn´t have anything to contribute/suggest this night, but here it is:

As of yet chummer isn´t checking for availability, even though the prog is already calculating it.

It would be great to
a) Have chummer check on availability in "normal" charbuilds(ie check if enough "Restricted Gear"-Qualities were taken(if necessary;above 12), when a char is marked as created).
b) Provide an option for "Houserule/Optional Rule: Set Availability"

p.s.:
Restricted Gear could need a < selecttext /> then(are several entries possible? (for Restriced Gear2&3)).

p.p.s.:
Searchable Qualities would also be great. (IMG:style_emoticons/default/smile.gif)


Chummer is getting better by the day! (IMG:style_emoticons/default/cyber.gif)
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Shortstraw
post Aug 2 2011, 12:01 AM
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Also blackmarket pipeline doesn't have an option to select a contact and type of gear so there is no discount.
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Burrito Al Pasto...
post Aug 2 2011, 01:57 AM
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QUOTE (McDougle @ Aug 1 2011, 02:51 PM) *
It would be great to
a) Have chummer check on availability in "normal" charbuilds(ie check if enough "Restricted Gear"-Qualities were taken(if necessary;above 12), when a char is marked as created).
b) Provide an option for "Houserule/Optional Rule: Set Availability"


Although this would be nice, I think it'd be most realistic to have an integrated list of "Here's things about your character which might not be actually legal" including notifications of going over +/- 35 points of Qualities, having gear (or too much gear) of inappropriate availability, having Qualities you don't normally qualify for (metagenic qualities without SURGE or metavariant metatype, for example) not having spent enough points on money for the amount of nuyen you've spent, etc. (This is significant in the case of restricted gear because GMs might reasonably disagree about what constitues "one item" - assault cannon ammo being a good example case.)
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Minimax le Rouge
post Aug 2 2011, 07:36 AM
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hello,
When creating an adept with the Increased Reflex power, and a Suprathyroid Gland bioware, 1 Reaction point is missing.
The increased Reflex is incompatible with other increase to initiative.
Suprathyroid gland, or magic that increase Reaction are not initiative boosters.
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Dakka Dakka
post Aug 2 2011, 12:48 PM
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QUOTE (Minimax le Rouge @ Aug 2 2011, 09:36 AM) *
Suprathyroid gland, or magic that increase Reaction are not initiative boosters.
Actually it is not that clear. The description of Wired Reflexes makes Reaction Enhancers Initiative Enhancements. So it seems even indirect increases to Initiative are considered Initiative Enhancements as well.
QUOTE ('SR4A p. 343')
Wired reflexes cannot be combined with any other form of Initiative enhancement, except Reaction Enhancers.

Whether this is RAI remains to be seen.
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Minimax le Rouge
post Aug 2 2011, 01:17 PM
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Reaction enhencer is the only implant that don't boost initiative AND is specified as an initiative enhancer.

Wired Reflex, Move By Wire, Synaptic Booster, Increase Reflex spell or power, and some drugs are initiative enhancers.

Upgrading the reaction lead to an initiative augmentation, but not directly.

The non-cumulative rules, are designed to avoid the creation of a character with 18 Initiative pass.
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Nebular
post Aug 2 2011, 02:28 PM
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QUOTE (Minimax le Rouge @ Aug 2 2011, 08:17 AM) *
The non-cumulative rules, are designed to avoid the creation of a character with 18 Initiative pass.

Well, this is why the rules clearly cap the number of passes a character can have to 5.
QUOTE (SR4A page 68)
The maximum number of Initiative Passes a character can have is 5, but most character types can only ever achieve 4.

Granted, the original rule was written before books like Augmentation and all of those books with the fun toys in it came about and made getting to 4 and 5 (and potentially higher) easier, but it still stands. (IMG:style_emoticons/default/smile.gif)

I don't see why Suprathyroid Gland and MAG-based REA increases wouldn't affect Initiative. There is nothing stating that they don't contribute towards INI, and like other Attribute-based Tests and totals, it uses your Augmented Attribute to calculate the total unless it explicitly says otherwise.
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Nebular
post Aug 2 2011, 02:35 PM
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QUOTE (McDougle @ Aug 1 2011, 05:51 PM) *
At first I thought I wouldn´t have anything to contribute/suggest this night, but here it is:

As of yet chummer isn´t checking for availability, even though the prog is already calculating it.

It would be great to
a) Have chummer check on availability in "normal" charbuilds(ie check if enough "Restricted Gear"-Qualities were taken(if necessary;above 12), when a char is marked as created).
b) Provide an option for "Houserule/Optional Rule: Set Availability"

p.s.:
Restricted Gear could need a < selecttext /> then(are several entries possible? (for Restriced Gear2&3)).

p.p.s.:
Searchable Qualities would also be great. (IMG:style_emoticons/default/smile.gif)

Chummer is getting better by the day! (IMG:style_emoticons/default/cyber.gif)

Whoops. The Availability thing was something I was intending to do but completely forgot about. I'll probably put the maximum Availability in the same window where you set the BP when creating a new character since this can change on a per-character basis, rather than stuffing it in the Options window.

Qualities will be searchable in the next update.
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Minimax le Rouge
post Aug 2 2011, 03:34 PM
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About Initiative : I found no official answer, but two schools:

* Initiative is a derived attribute. Something boosting reaction or intuition (but not Initiative or Initative pass)isn't a Iniative Booster, except Reaction Enhancer.
In that version Suprathyroid Gland should be compatible with Improved Reflex

* Whatever change Initiative is an initiave Booster. And Initiave Boosters aren't compatible whit each other, except Reaction enhancer in some cases.
In that version, the Improved Physical Attribute (Rea) Power, must not stack with Improved reflex.


Actually in Chummer, S. Gland isn't compatible, but Improved Reaction is.


Another point :
If the Improved Reflex lead the Reaction Attribute over the racial max. , the price become double.
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Nebular
post Aug 2 2011, 04:47 PM
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QUOTE (Minimax le Rouge @ Aug 2 2011, 10:34 AM) *
* Whatever change Initiative is an initiave Booster. And Initiave Boosters aren't compatible whit each other, except Reaction enhancer in some cases.
In that version, the Improved Physical Attribute (Rea) Power, must not stack with Improved reflex.

Turns out this is a bug in how Attributes are calculating their bonus based on Improvement Precedence - they're incorrectly adding Precedence 0 (supercede all other bonuses) with items that have no Precedence (such as Improved Physical Attribute). This will be corrected in the next update.
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TP13
post Aug 3 2011, 01:19 AM
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QUOTE
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.


Critter costs are on RW 34. Warforms cost double the base cost plus 30%(of double) for each genetic modification with a max of 6 genetic modification critter powers RW 27. Chimerics cost triple the base cost plus 30%(of triple) for most genetic modification powers and plus 50%(of triple) for each chimeric modification power with a max of two chimeric critter powers and 3 other genetic modification critter powers RW 28. There are no essence costs associated with either template as there is no language for it and both example critters have essence 6. If you dont want to include critter costs you can still include the genetic modification powers as mundane critter powers. All are on RW 28.

Attribute Enhancement
Skill Enhancement
Thicker Hide
Pheremone Encoding
Potent Venom
Chimeric Ability
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TP13
post Aug 3 2011, 01:27 AM
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For permanent genetic infusions the nuyen cost is the same as for normal genetic infusions. Taking one is a gamble and it requires 5 hits to be permanent. Essence cost is listed as .4 each on the top left of pg 94 AG.
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KarmaInferno
post Aug 3 2011, 04:15 AM
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The Codeslinger quality does not appear to ask what Matrix Action it applies to.




-k
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Nebular
post Aug 3 2011, 01:44 PM
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QUOTE (TP13 @ Aug 2 2011, 08:19 PM) *
If you dont want to include critter costs you can still include the genetic modification powers as mundane critter powers. All are on RW 28.

QUOTE (TP13 @ Aug 2 2011, 08:27 PM) *
For permanent genetic infusions the nuyen cost is the same as for normal genetic infusions. Taking one is a gamble and it requires 5 hits to be permanent. Essence cost is listed as .4 each on the top left of pg 94 AG.

QUOTE (KarmaInferno @ Aug 2 2011, 11:15 PM) *
The Codeslinger quality does not appear to ask what Matrix Action it applies to.

Critter Powers, Bioware, and Qualities data files have been updated to include these changes. The Critter Powers one has been update to just include the Powers. Since Critters are just Critters you create and not actual Gear a character can purchase, I don't think the Chimera or Warform templates will be included.
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Wizard_Thoarin
post Aug 3 2011, 07:54 PM
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Future add on for Chummer...

I'd really like to have a save file for Campaign information I can mail to my players so that I know they have the right books turned on and off. As part of that feature I'd like to be able to have the ability to include any custom data files I'm allowing (my creations or others). It might also include information on my preferred build method be it BP, Karma, or any of the other alternate character creation systems. It would also be nice that once a campaign file is loaded if it attached a note to the created and maintained character as being legal by the settings in the campaign file.

Thanks for the great work,
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McDougle
post Aug 3 2011, 09:07 PM
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QUOTE (Wizard_Thoarin @ Aug 3 2011, 09:54 PM) *
Future add on for Chummer...

I'd really like to have a save file for Campaign information I can mail to my players so that I know they have the right books turned on and off. As part of that feature I'd like to be able to have the ability to include any custom data files I'm allowing (my creations or others). It might also include information on my preferred build method be it BP, Karma, or any of the other alternate character creation systems. It would also be nice that once a campaign file is loaded if it attached a note to the created and maintained character as being legal by the settings in the campaign file.

Thanks for the great work,


It could also include predefined settings for availability and bp/karma-Count. (IMG:style_emoticons/default/wink.gif)
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Aku
post Aug 3 2011, 10:17 PM
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QUOTE (Wizard_Thoarin @ Aug 3 2011, 02:54 PM) *
Future add on for Chummer...

I'd really like to have a save file for Campaign information I can mail to my players so that I know they have the right books turned on and off. As part of that feature I'd like to be able to have the ability to include any custom data files I'm allowing (my creations or others). It might also include information on my preferred build method be it BP, Karma, or any of the other alternate character creation systems. It would also be nice that once a campaign file is loaded if it attached a note to the created and maintained character as being legal by the settings in the campaign file.

Thanks for the great work,



Sort of like my request a few days ago to save book listed per chum file, instead of a universal saving
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Nebular
post Aug 3 2011, 10:52 PM
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QUOTE (Wizard_Thoarin @ Aug 3 2011, 02:54 PM) *
Future add on for Chummer...

I'd really like to have a save file for Campaign information I can mail to my players so that I know they have the right books turned on and off. As part of that feature I'd like to be able to have the ability to include any custom data files I'm allowing (my creations or others). It might also include information on my preferred build method be it BP, Karma, or any of the other alternate character creation systems. It would also be nice that once a campaign file is loaded if it attached a note to the created and maintained character as being legal by the settings in the campaign file.

Thanks for the great work,

I'm going to have to do some digging around and thinking on this. This is going to require a lot of code to be rewritten if it ends up happening.
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Nebular
post Aug 4 2011, 12:29 AM
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Build 169
  • added support for <restricteditemcount /> to Improvement Manager which increase the number of items over the set Availability the character is allowed to start with
  • added Max Avail field to the Select BP window which sets the maximum Availability of items a character can start the game with (only checked when a character attempts to enter Career Mode)
  • added the ability to search for Qualities in the Select Quality window
  • Augmented Attribute calculations now properly adhere to Improvement Precedence
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