My Assistant
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Aug 4 2011, 06:36 AM
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#1676
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Old Man Jones ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 4,415 Joined: 26-February 02 From: New York Member No.: 1,699 |
It could also include predefined settings for availability and bp/karma-Count. (IMG:style_emoticons/default/wink.gif) Or, perhaps, a Shadowrun Missions setting. (IMG:style_emoticons/default/smile.gif) -k |
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Aug 4 2011, 06:21 PM
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#1677
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Target ![]() Group: Members Posts: 82 Joined: 4-July 11 From: The Hive Metaplan Member No.: 32,709 |
Hello,
i am back with the initiative boosters problem. After a long reasearch in my books, I found an official NPC that cumulate a suprathyroid gland and a wired reflex. QUOTE Ghost Cartel P56 (i dont give is name, it would be spoil) B_____A____R_____S____C__I__L__W_Edg__Ess__Init__IP 5(9)__3(4)__5(9)___4(5)__7__5_4__6__5____1.0__14__1(4) Augmentations: (All deltaware) Adrenaline Pump (3), Damage Compensator (11), Dragon’s Hide, Nictating Membrane, Orthoskin, Platelet Factories, Suprathyroid Gland, Titanium Bone Lacing, Wired Reflexes (3) he have 5(9) reaction, 1(4) IP, and 14 initiative. The reaction augmentation from the Suprathyroid Gland is added to is reaction attribute normaly. I think the non-cumulative rule is for IP only. And Reaction Enhancer is a special implant with special rules. |
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Aug 4 2011, 07:38 PM
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#1678
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,507 Joined: 11-November 08 Member No.: 16,582 |
Hello, AFAIK Ghost Cartels has Characters that are not RAW legal.i am back with the initiative boosters problem. After a long reasearch in my books, I found an official NPC that cumulate a suprathyroid gland and a wired reflex. I think the non-cumulative rule is for IP only. And Reaction Enhancer is a special implant with special rules. It may be the intention of the rule to only forbid the stacking of extra passes, but the description of Wired Reflexes makes Reaction Enhancers a form of Initiative Enhancement. So at least one form of indirect enhancement of the Initiative Score is considered Initiative Enhancement. I see no reason why other implants that work in the same way would not be considered thusly.Without the "except Reaction Enhancers" you could argue that indirect enhancement is irrelevant, but unfortunately it is there. |
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Aug 4 2011, 07:48 PM
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#1679
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
AFAIK Ghost Cartels has Characters that are not RAW legal. It may be the intention of the rule to only forbid the stacking of extra passes, but the description of Wired Reflexes makes Reaction Enhancers a form of Initiative Enhancement. So at least one form of indirect enhancement of the Initiative Score is considered Initiative Enhancement. I see no reason why other implants that work in the same way would not be considered thusly. Without the "except Reaction Enhancers" you could argue that indirect enhancement is irrelevant, but unfortunately it is there. I have to agree with Dakka Dakka on this one. Even the NPCs in SR4A break the rules, have incorrect item names, incorrect numbers, and incorrect BP totals, so I wouldn't take any NPC as being a shining example of how things work. (IMG:style_emoticons/default/nyahnyah.gif) |
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Aug 4 2011, 07:54 PM
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#1680
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Moving Target ![]() ![]() Group: Members Posts: 206 Joined: 21-November 09 Member No.: 17,893 |
SM, p.103:
It is not possible to make an Ally-Spirit yet(this would be complicated I guess, so please comment on the likeliness of such an addition). |
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Aug 4 2011, 09:14 PM
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#1681
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 |
From what I've read about ally spirits, and seen in DK's spreadsheet, yes I wager this would be complicated.
Easiest initial solution I can think of is a new tab tat is hidden from all unless the awakened character has the "Ally Spirit" metamagic so character information can be pulled for the creation of the spirit and karma deducted accordingly. |
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Aug 4 2011, 09:44 PM
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#1682
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Target ![]() Group: Members Posts: 26 Joined: 21-July 11 Member No.: 33,797 |
AR 32. Ballista Missile MK4 should have a set sensor rating of 4
AR 32. Great Dragon Anti Tank Missile should have a set sensor rating of 3 AG 20. Wildcard Nano Prototype with a set rating of 3 should be added to nanoware. Although the nuyen price is free with the quality, it does count as a nanoware system in a hive. I’m not sure if its possible to add bonuses to gear ratings, but if it is an equiped nano-biomonitor should add +1 to the rating of all medical nanoware systems (Anti-Rad, Nantidotes, Universal Nantidotes, Nanosymbiotes, O-Cells, Trauma Control System) according to the german version and a developer post. dumpshock link Chemical Seal doesn’t seem to show up as an equipable armor mod. It is in the XML files but the appropriate armors (full body etc.) aren’t set up to take it. In character generation the BP/Karma costs for increasing the rating of a martial art are correct. After a character is created the karma costs for increasing the rating of a martial art do not scale correctly. AR 26. High Velocity Weapons (Ares HVAR, Ares HVBR, Ingram Supermach 100, all HV modified weapons) should fire 12 rounds for a full burst. AR 30. Miniguns (GE Vindicator Minigun, Ruhrmetall R506 Balmung, GE Vindicator Light Autocannon, GE Vanquisher Heavy Autocannon) should fire 15 rounds for a full burst and 30 rounds for suppressive fire. The following weapons have incorrect DV/AP stat blocks (Fischetti Tiffany Needler is 6P not 8P, Taurus Multi-6 is 4P not 1P, HK MP-7 has -1AP, HK-229X has -1AP, The following weapons have ammunition DV/AP modifiers included in their stat blocks (Fischetti Tiffany Needler, Raecor Sting, Ares Viper Slivergun, Mossberg AM-CMDT, Remington 990, Street Sweeper, HK-229X, HK G12A4M). This causes problems when Armor Piercing Flechette or High Power Ammo are later loaded into the weapons. I’d recommend stripping the ammo modifiers from the generic stat blocks so when the correct ammo (Flechette/AP Flechette or High Power) is loaded the stat blocks show up correctly. SR 207/208. The Increase/Decrease Attribute spells should not be available to affect Magic and Edge attributes. SR 337. The micro flare launcher and grapple gun are correctly listed under survival gear but both are also stated as Exotic Ranged Weapons. I’m not sure if you can implement this but I thought I’d mention it. SR 335. As above the Monofilament Chainsaw is also an Exotic Melee Weapon. |
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Aug 5 2011, 03:10 AM
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#1683
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Target ![]() Group: Members Posts: 69 Joined: 5-December 08 From: DC area Member No.: 16,661 |
This might have already been posted, but didn't see it - when I try to save my character in career mode, I am getting an error saying I have too many items above the 12 availability.
However, I only have one item above Avail 12, and I do in fact have the Restricted Gear (1) quality? Not sure if this was a bug or not. Went through all the other gear and there is nothing above 12 there.... Thanks for your hard work; much appreciated and great program!! |
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Aug 5 2011, 03:22 AM
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#1684
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Old Man Jones ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 4,415 Joined: 26-February 02 From: New York Member No.: 1,699 |
1. Is there a way to add cyberlimb mods to vehicular mechanical arms?
2. I notice that a lot of equipment from Runner's Companion is not in the XML files. 3. On the printout, vehicle Autosofts are listed in the vehicle box, but do not show their ratings nor any specializations (like Targeting needs to specify what type of weapon). -k |
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Aug 5 2011, 03:52 AM
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#1685
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
This might have already been posted, but didn't see it - when I try to save my character in career mode, I am getting an error saying I have too many items above the 12 availability. However, I only have one item above Avail 12, and I do in fact have the Restricted Gear (1) quality? Not sure if this was a bug or not. Went through all the other gear and there is nothing above 12 there.... Thanks for your hard work; much appreciated and great program!! If you added the Restricted Gear Quality before the last update, you'll need to remove the Quality from your character, then re-add it so it can pick up the Quality's new properties to allow 1 piece of restricted Gear. |
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Aug 5 2011, 03:53 AM
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#1686
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
2. I notice that a lot of equipment from Runner's Companion is not in the XML files. I need page numbers and categories so I know what I'm looking for. I try to catch all of the stuff that's in those nicely formatted tables, but sometimes they're missed, or never in those tables which makes it really hard to pick them out. (IMG:style_emoticons/default/nyahnyah.gif) |
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Aug 5 2011, 04:17 AM
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#1687
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
AR 32. Ballista Missile MK4 should have a set sensor rating of 4 AR 32. Great Dragon Anti Tank Missile should have a set sensor rating of 3 Weapons don't support Sensor Ratings, so these won't be included. Chemical Seal doesn’t seem to show up as an equipable armor mod. It is in the XML files but the appropriate armors (full body etc.) aren’t set up to take it. Chemical Seal is only available for Full Body Armor, though the Armor was missing a tag to say that those Mods were allowed. I've updated the file to fix this. In character generation the BP/Karma costs for increasing the rating of a martial art are correct. After a character is created the karma costs for increasing the rating of a martial art do not scale correctly. Whoops. Increasing it should be 10 Karma per level since you're moving from a 5 BP to 10 BP Quality (so 10 Karma to 20 Karma = 10 Karma expense). I'll have this fixed in the next update. The following weapons have incorrect DV/AP stat blocks (Fischetti Tiffany Needler is 6P not 8P, Taurus Multi-6 is 4P not 1P, HK MP-7 has -1AP, HK-229X has -1AP, The Needler's damage is correct as this was updated in an errata. The Tuarus was trying to do math on the DV of 4P/5P - I've updated the Weapons file. SR 207/208. The Increase/Decrease Attribute spells should not be available to affect Magic and Edge attributes. Spells data file has been updated. |
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Aug 5 2011, 04:30 AM
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#1688
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
SM, p.103: It is not possible to make an Ally-Spirit yet(this would be complicated I guess, so please comment on the likeliness of such an addition). I've updated the Critters data file to include Ally Spirit. That's as close as they'll get. Any Karma expenses your character incurs from having one will need to be done as manual entries. |
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Aug 5 2011, 04:39 AM
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#1689
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Old Man Jones ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 4,415 Joined: 26-February 02 From: New York Member No.: 1,699 |
I need page numbers and categories so I know what I'm looking for. I try to catch all of the stuff that's in those nicely formatted tables, but sometimes they're missed, or never in those tables which makes it really hard to pick them out. (IMG:style_emoticons/default/nyahnyah.gif) Heh, I only recently realized that Runner's Companion even HAS equipment, so I understand. Anti-sensor gear: Page 34-35 Lifestyle Gear & drones: Page 150-152 -k |
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Aug 5 2011, 05:46 AM
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#1690
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Target ![]() Group: Members Posts: 26 Joined: 21-July 11 Member No.: 33,797 |
AR 32. Ballista Missile MK4 should have a set sensor rating of 4
AR 32. Great Dragon Anti Tank Missile should have a set sensor rating of 3 QUOTE Weapons don't support Sensor Ratings, so these won't be included. these are not weapons they are specific ammunition for specific weapons systems. Both are missiles and as such have sensor ratings. All of the other missiles included in the gear section have sensor ratings. |
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Aug 5 2011, 10:19 AM
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#1691
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Moving Target ![]() ![]() Group: Members Posts: 206 Joined: 21-November 09 Member No.: 17,893 |
And now I understand, why my sam had to pay such enormous amounts of Karma for a simple martial art. XD
Will have to rebuild that one in career(lucky to make several saves for a char)... |
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Aug 5 2011, 01:01 PM
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#1692
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
AR 32. Ballista Missile MK4 should have a set sensor rating of 4 AR 32. Great Dragon Anti Tank Missile should have a set sensor rating of 3 these are not weapons they are specific ammunition for specific weapons systems. Both are missiles and as such have sensor ratings. All of the other missiles included in the gear section have sensor ratings. Ah, I see. Completely forgot that in the Gear file they're given a Rating since it affects the cost of most of them. I've updated the Gear file to include fixed Ratings for these missiles. (IMG:style_emoticons/default/grinbig.gif) |
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Aug 5 2011, 01:03 PM
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#1693
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
And now I understand, why my sam had to pay such enormous amounts of Karma for a simple martial art. XD Will have to rebuild that one in career(lucky to make several saves for a char)... You could always keep using the same file without having to go back to an older copy. Just create a Karma Gained entry, set it for the amount of Karma he should be refunded, and check the Refund box so it doesn't count towards your Career Karma total. |
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Aug 5 2011, 04:53 PM
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#1694
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Moving Target ![]() ![]() Group: Members Posts: 206 Joined: 21-November 09 Member No.: 17,893 |
I will look into refunding that Karma.
Ally Spirits don´t work properly yet: -it is not possible to select the underlying type of spirit(i wanted to create a ghost of man-ally for example) -the spirit got the power "sapience" twice -it starts with all abilites at 1, maximum 4(a force5-Spirit should have most attributes at 5, or higher, depending on the type of spirit choosen) Thats all i found at first look. |
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Aug 5 2011, 07:00 PM
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#1695
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Target ![]() Group: Members Posts: 26 Joined: 21-July 11 Member No.: 33,797 |
DW 32 Esprit Delta IV Torpedo has a set sensor rating of 4
DW 33 Trafalgar Anti Ship Missile has a set sensor rating of 5 MST 19. SS-N-49 Sirocco Missile has a set sensor rating of 3 MST 20 Saab Seeker AIM-11R has a set sensor rating of 4 MST 21 Krupp Phoenix MKVI has a set sensor rating of 5 MST 21 Izom MT-87J Torpedo has a set sensor rating of 2 MST 22 Ares Demonfire has a set sensor rating of 2 MST 38 Dassault Lancia has set sensor rating of 5 MST 39 Esprit Poignard has a set sensor rating of 5 MST 39 Esprit Cazador Del Cielo is not a vehicle missile just a regular missile, it has a set sensor rating of 6 AR 44. Chemical Seal is a valid Armor Mod for all armors. its in the sidebar. AR 44. Audia and Visual Enhancements should be valid armor mods for helmets. I cant seem to find a way to plug them in. From the Arsenal German Content Payload Tip Arrows should be added to ammunition The following weapons have a duel fire capability (Walther Palm Pistol, PJSS Model 55, PJSS Elephant Rifle). If its possible it would be nice to also show the augmented DV and Recoil and have a second Single Shot Fire mode firing two rounds |
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Aug 6 2011, 07:48 AM
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#1696
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,109 Joined: 13-March 11 From: Portland, Oregon Member No.: 24,230 |
So... Exotic weapon proficiencies. Does chummer allow you to get improved ability for these with the adept?
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Aug 6 2011, 07:56 AM
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#1697
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,507 Joined: 11-November 08 Member No.: 16,582 |
AR 44. Chemical Seal is a valid Armor Mod for all armors. its in the sidebar. The rule to which the sidebar refers only applies to armor suits (Full Body Armor and Urban Explorer Jump Suit in SR4A only). The decription of the Chemical Seal says the same thing.AR 44. Audia and Visual Enhancements should be valid armor mods for helmets. I cant seem to find a way to plug them in. For close-faced helmets only IMHO. |
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Aug 6 2011, 03:48 PM
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#1698
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
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Aug 6 2011, 04:10 PM
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#1699
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
... Sensor Rating Stuff ... From the Arsenal German Content Payload Tip Arrows should be added to ammunition The following weapons have a duel fire capability (Walther Palm Pistol, PJSS Model 55, PJSS Elephant Rifle). If its possible it would be nice to also show the augmented DV and Recoil and have a second Single Shot Fire mode firing two rounds These will be corrected in the next update (later today). The Helmet description on SR4A 327 says that any helm can be tricked out with visual aids, so I'll add the Vision Enhancement category to all Helmets and let the GM/players decide what's appropriate. Chemical Seal options will be added to Form-Fitting Full-Body Suit, Full Body Armor, Urban Explorer Jumpsuit, and all Military Grade Armor. |
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Aug 6 2011, 05:13 PM
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#1700
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Target ![]() Group: Dumpshocked Posts: 31 Joined: 5-September 10 Member No.: 19,008 |
Just two small things I've noticed under "Audio Sensors and Enhancements"
Both the microphone and micro-microphone have an availability of 6 when they should both be zero. Also the add-ons for the micro-microphone gives you Vision Enhancements instead of audio. Cheers for this by the way. It's great to have everything in one spot. |
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