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> Chummer Character Generator
redwulf25
post May 1 2011, 07:50 PM
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QUOTE (Nebular @ May 1 2011, 01:47 PM) *
Oh, I think I know what's happening! (though I still need to know what you're stacking to actually confirm this). In order to determine your Armor Ratings, it takes a few passes through your Armor items. It goes through all of them and picks out the highest single Ballistic and Impact Ratings, then adds in the Armor Ratings for Form-Fitting Armor. That catch here is that if a piece was identified as being the highest for a single Rating, it is excluded from other calculations so it doesn't double its Rating. So if you have a piece of Armor that's Ballistic 4, and a Form-Fitting piece that's Ballistic 6, it considers the 6 as the highest and ignores everything else, when in actuality, it should consider the standard Armor at Ballistic 4 to be the highest, then stack the Form-Fitting Armor on top of it. So essentially, Form-Fitting Armor should never be considered for finding the highest Rating for Armor, only added to whatever piece it finds.


He's stacking a 2/7 chain shirt with a 6/2 form fitting body suit and getting a total armor value of 6/9 instead of 8/9.
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Nebular
post May 1 2011, 08:14 PM
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Yup, so it's considering Form-Fitting Armor when it's looking for the highest Ballistic and Impact Ratings which it shouldn't. This will be fixed in the next update.
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Nebular
post May 1 2011, 11:54 PM
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QUOTE (Argent @ May 1 2011, 09:49 AM) *
2: Reaction augmented attribute is stuck at (1) regardless of the normal rating and with or without reaction enhancements.

I was mucking around entering some NPCs for an upcoming game and found that I can't reproduce this issue. All of the characters that had an Augmented Reaction were showing up correctly. Is this still happening to you? If so, could you email me a save file where this is happening (nebular@shaw.ca) and I'll take a look at it to see what's going on.
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Nebular
post May 2 2011, 12:35 AM
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QUOTE (whatevs @ May 1 2011, 08:05 AM) *
Gear Capactity - It looks like capacity for vehicle modification and weapon modification is working nicely, along with sensors, but it doesn't look like it's being calculated for 'Vision Sensors and Imaging Devices' or 'Audio Sensors and Enhancers'. I purchased contact lenses and earbuds, and then added mods to them beyond the maximum 3 rating. The capacity label is there, but it always states that the maximum capacity for the object is available. I can manage this myself (and have done so in previous versions), just thought I'd point it out. Also, I created a brand new character to test.

This is actually being calculated correctly from my tests. Only plugins with a Capacity that contains [ ] deducts from the parent item's Capacity. I did, however, notice that the Sensors Category was not in the list of allowable plugins for Vision and Audio Sensors, so I've added those to the list.
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Argent
post May 2 2011, 02:37 AM
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QUOTE (Nebular @ May 1 2011, 06:54 PM) *
I was mucking around entering some NPCs for an upcoming game and found that I can't reproduce this issue. All of the characters that had an Augmented Reaction were showing up correctly. Is this still happening to you? If so, could you email me a save file where this is happening (nebular@shaw.ca) and I'll take a look at it to see what's going on.


Thought it was just me but I have remade my character from scratch. Maybe it has something to do with having a full complement if cyberlimbs. I will be sending you the character over email. Tried it with just one cyberlimb and reaction works fine.
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Nebular
post May 2 2011, 03:59 AM
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QUOTE (Argent @ May 1 2011, 09:37 PM) *
Thought it was just me but I have remade my character from scratch. Maybe it has something to do with having a full complement if cyberlimbs. I will be sending you the character over email. Tried it with just one cyberlimb and reaction works fine.

Took a look and replied back to your email. I'll post the summary here too, so people can correct my logic if I'm wrong. (IMG:style_emoticons/default/smile.gif)

The character in the save has BOD 1, 5 Cyberlimbs, each with Armor 2, and no other gear. From the way I understand it (and this is where I could be wrong), all of the Armor modifications are applied to the character's Armor Rating, not just the highest, and also count towards Armor Encumbrance. This puts the character's Armor at Ballistic 10 and Impact 10. Both of these are 8 points higher than their BOD allows, so they're suffering a whopping -8 REA penalty from Encumbrance (-4 for being 8 points over each in Ballistic and Impact). When BOD is increased and/or Armor modifications are stripped away, this penalty lessens and REA can finally go above 1.

I'm fairly certain that each of the Armor modifications count towards the character's Armor Rating. I haven't seen any mention of only the highest being applied that I could find. Since they affect the character's Armor Rating, it would also make sense that these count towards Encumbrance as they would be weighing you down.
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redwulf25
post May 2 2011, 04:33 AM
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QUOTE (Nebular @ May 1 2011, 11:59 PM) *
Took a look and replied back to your email. I'll post the summary here too, so people can correct my logic if I'm wrong. (IMG:style_emoticons/default/smile.gif)

The character in the save has BOD 1, 5 Cyberlimbs, each with Armor 2, and no other gear. From the way I understand it (and this is where I could be wrong), all of the Armor modifications are applied to the character's Armor Rating, not just the highest, and also count towards Armor Encumbrance. This puts the character's Armor at Ballistic 10 and Impact 10. Both of these are 8 points higher than their BOD allows, so they're suffering a whopping -8 REA penalty from Encumbrance (-4 for being 8 points over each in Ballistic and Impact). When BOD is increased and/or Armor modifications are stripped away, this penalty lessens and REA can finally go above 1.

I'm fairly certain that each of the Armor modifications count towards the character's Armor Rating. I haven't seen any mention of only the highest being applied that I could find. Since they affect the character's Armor Rating, it would also make sense that these count towards Encumbrance as they would be weighing you down.


Well, pretty close but wouldn't 5 cyberlimbs give him an automatic bod of 3 (IIRC cyberlimbs start at 3 in all stats no matter what your natural stat is)? So double 3 is 6 and his armor is only 4 over.
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Nebular
post May 2 2011, 04:52 AM
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Huh. That raises an interesting point. All of those limbs also had BOD, AGI, and STR 6, so his total BOD is 1 (6). This should then mean that he can support up to 12 Armor without penalties. The real problem then is that the Attributes aren't considering the Cyberlimb enhancements on their own - I'm taking the Attribute value and the stacking these on top, outside of the normal Attribute code. So I just need to move that logic into Attributes instead of where it is and that should solve this problem.

I'll be putting out another update by Wednesday evening since I'm getting this thing ready for the Shadowrun game I'm going to be starting with my gaming group on Friday. Hoping this will make working with NPCs a much less frustrating ordeal (though it did finally push me over the edge and got me to write this thing). (IMG:style_emoticons/default/smile.gif) This will be fixed in the update.
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redwulf25
post May 3 2011, 03:28 AM
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What does the added support for Cybersuites entail? Is it just a matter of buy everything in the suite and you get the discount?
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Yerameyahu
post May 3 2011, 03:32 AM
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Sort of. You have to buy the whole suite at once, and the total is discounted.
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Nebular
post May 3 2011, 04:13 AM
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Like Yerameyahu said, "sort of". (IMG:style_emoticons/default/smile.gif) A suite is basically a group of Cyberware that you buy as a complete package. All of the items in the suite are added to your character at once. When you buy the suite, the Essence and Nuyen cost are reduced by 10% each. It's geared more towards NPCs though players can take them with GM approval. I put them in there since they can make a GM's life a little easier if they just want to dump in a pre-configured set of Cyberware.
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Conspiracy X
post May 3 2011, 09:46 AM
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While adding weapon accessories, I noticed that pistols are allowed to have Under mounts.
Under RAW - Pistols (including machine pistols) have a top mount and a barrel mount. (SR4A pg. 311)

I would like to say thank you for a very useful, and excellent program.
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Nebular
post May 3 2011, 12:52 PM
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I knew something seemed weird about Pistols but I couldn't place my finger on it. I'll have this cleaned up for the next update. I keep seeing "RAW" in other posts and feel a little silly for asking, but what is "RAW"? (IMG:style_emoticons/default/smile.gif)
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Argent
post May 3 2011, 01:04 PM
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RAW= Rules As Written
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Nebular
post May 3 2011, 10:59 PM
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Here's the (sort of) mid-week update I had promised. I picked up the Runner's Toolkit on Monday and was blown away by the PACKS book, so I just had to include support for it. It's far too useful to GMs to not include support for it.

Build 63
  • rewrote all object creation code so that they're entirely responsible for creating themselves and all child objects
  • moved Add Cyberware Suite to the new Special menu
  • added support for PACKS from the Runner's Toolkit which can be found in the Special menu
  • Form-Fitting is no longer considered when looking for the highest Armor Rating and correctly stacks with the highest worn Armor Ratings
  • Weapon Accessories that come with Weapons are no longer calculated into the Weapon's RC since these are already factored into the base Weapon's stats
  • Skills now have enough room to display their total Rating and Specialization Rating without overlapping the Specialization field
  • changing the Rating for Gear now properly update the character information and Nuyen remaining
  • character sheet no longer specifies an image type to hopefully allow any mugshot image format to be displayed properly
  • Cyberware/Bioware Essence Cost Multipliers are now stack correctly
  • Attributes are now responsible for managing their resptive Cyberlimb Enhancements which fixes the incorrect Armor Encumbrance and a high BOD through Cyberlimb Enhancements bug
  • added Programs from Unwired
  • added missing bonus for Racing Tires
  • Matrix Programs can now be added as standard Gear instead of just plugins again
  • Matrix Programs are listed separately after the last Commlink on the character sheet
  • Vehicle Mod Accel Bonus now supports +X/+Y add to Accel
  • Credsticks now have a maximum Rating of 1,000,000 to represent the amount they hold
  • removed under barrel mounts for Pistols
  • Vehicle Sensor and Sensor Plugins can now be deleted
  • adding and removing Sensor Plugins, Weapons, Weapon Accessories, and Weapon Mods to a Vehicle now immediately update the character's remaining Nuyen amount
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Nebular
post May 3 2011, 11:50 PM
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Argh. Forgot to document that I needed to include the PACKS summary so you know what's in them, the completely forgot to implement it. Another update.

Build 64
  • added PACKS content viewer
  • Add & More button in PACKS window now works
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Bigity
post May 4 2011, 01:21 AM
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Neb you're the man
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Conspiracy X
post May 4 2011, 04:45 AM
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Looking through the PACKS gear The Basics kit has listed Fake SIM x3 instead of Fake SIN rating 3.
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Wizard_Thoarin
post May 4 2011, 07:56 AM
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Don't have the Kit yet, so whats a "Fake Sim" or is that supposed to be Fake SIN?
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whatevs
post May 4 2011, 11:53 AM
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Love the PACKS addition! Very cool stuff! Lots of potential for customization there also.

Suggestions:

1.) 'Reset' Button For skills / Qualities (to deslect everything)
2.) Houserule section in the options area. With house rule option # 1 as free contact points = cha x 2.
EDIT: 3.) Ohyeah, almost forgot. How about moving all the surge qualities with dependancies away from the main list. They make the qualities lists huge and I feel so rejected when I click on one and it slams me with that `You do not meet the requirements for this quality` message.

Data Issue:

1.) Believe that the Thundercloud Contrail (Racing Bike) has 4 extra slots for 10 slots total. AR 108.

Technical Issue:

1.) Still not getting any love from the mug shots in the character sheets. Getting the same broken link to image. To make it work, I've been converting to HTML and modding using a path to the image.
2.) The gamemaster summary sheet seems to be barfing. Example:

CODE
HumanUnnamed CharacteriVBORw0KGgoAAAANSUhEUgAAANkAAADXCAIAAAAY1mNRAAAAAXNSR0IArs4c6QAAAARnQU1
BAACxjwv8YQUAAAAJcEhZcwAADsIAAA7CARUoSoAAAP+lSURBVHhe7L0FfFznlbidNuCYUWaQQbZlMVj
M
zMzMbLElM5OMMsnMzMzMzCQzM3OozffcOcnU/3S7u91Nk26/zu/1/d25M5LGM88cPuf97Md/3/7Td+DPqtt33333/fffc/KL5/7pT3/64YcfePRb1e0Xz+GKPJ/n8ExO5Anc5O5/88af5en8yF+/ANVv4Fep13/zV/4zPu2zf8YX9c/6mkBByFPf/hopNWfCn5pOTrjy6f+MK3JXffKf/L9VOP7l9v8+898s/rMS8795XZ9+3iKHPr3Jo3Llv/wrv8BUflDo5CYCVc6FUfUfkr/CRRXNXFfWf3r7N4v/5afxL/GEX5AnlKiJ/PjxIzLyr9Hk4qcCT82lYPepjJRnCnk/8/fTN+JvEf9X1//N4r8Ear/4T/w1EMKFPE10tEi1XwAhMk99U1uK33zzzbt37wTZ169fv3379v379xzfvHnDCQ/JCU/gxpPF6BTcuanu/UXCilgVfD+5/ZvF/8ss/kL5qu+CgrgpauGnNul+AR9YfPpMkZf8OEjBFj8lnHHjIucPHjyARR69c+fOkydPOHn8+PG9e/eePXvGCcfnP99e/Hx7+fLlDz/8UgjK3/1/Xz9P+mn9X/5Mfvz/qe/yt1j89LMUKSiCUCSW+MtItadPn4LUtWvXrly5cvfu3VevXomPwtMACLZu37596tSprVu3Xrp06cOHD4B
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T
y8W2mvwoKSjPSchPiUmOiEuNik5KR0npmempHXJb9bSffBA4fMmzP34P4DlRcvXb5Ueff2nXdv3v6If4
2
X/afvf/j+WxYnartW/b8TWf7f9P1/34/0X1ZHq9/9v/ZG+WyQfPK+o0+vX7+OnEOArV+/fuvW7adOnUFcIYpAMCcnNzg41MPDy9zc0tjYlGVmZmFhYWVpaW1n5+Di4ubl5RMWFpGamp6bm5+ZmR0b
G8/iJCMjKzQ0PCQkjB93dnblpxwdnfk93l7+NtYOtjaObq5ePt4BYaFR4WHRHu4+LFcXT0cHVwd7FydHN+7
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whatevs
post May 4 2011, 11:56 AM
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QUOTE (Bigity @ May 4 2011, 01:21 AM) *
Neb you're the man


Ditto.
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Conspiracy X
post May 4 2011, 12:06 PM
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Supposed to be SIN not SIM. Have corrected previous post.
That's what happens when you try to do many things at the same time. (IMG:style_emoticons/default/biggrin.gif)
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Nebular
post May 4 2011, 05:28 PM
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QUOTE (Conspiracy X @ May 4 2011, 07:06 AM) *
Supposed to be SIN not SIM. Have corrected previous post.
That's what happens when you try to do many things at the same time. (IMG:style_emoticons/default/biggrin.gif)

I took a look at the XML file and it is entered as "Fake SIN". I can't find an occurrence of "Fake SIM" in any of the XML files, and the information isn't hard-coded in the application. You able to post a screen shot of that so I can see what's up? (IMG:style_emoticons/default/smile.gif)
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Argent
post May 4 2011, 05:35 PM
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The PACKS Kit is awesome!

1. It seems that adapsin and biocompatibility are still doubling the reduced essence of cyberware. Made a new character just to make sure. Even though that is not correct, when you adjust the grade of the cyberware, it does reduce the essence by the correct percentage.

2. I was under the impression that Type O System worked on basic bioware only, not cultured bioware since cultured bioware is tailor made for the recipient. Did they intend to mean "basic bioware" or standard grade bioware? Ie. Not alpha, bravo, or delta grade.
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Nebular
post May 4 2011, 05:39 PM
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QUOTE (whatevs @ May 4 2011, 06:53 AM) *
Love the PACKS addition! Very cool stuff! Lots of potential for customization there also.

Suggestions:

1.) 'Reset' Button For skills / Qualities (to deslect everything)
2.) Houserule section in the options area. With house rule option # 1 as free contact points = cha x 2.
EDIT: 3.) Ohyeah, almost forgot. How about moving all the surge qualities with dependancies away from the main list. They make the qualities lists huge and I feel so rejected when I click on one and it slams me with that `You do not meet the requirements for this quality` message.

Data Issue:

1.) Believe that the Thundercloud Contrail (Racing Bike) has 4 extra slots for 10 slots total. AR 108.

Technical Issue:

1.) Still not getting any love from the mug shots in the character sheets. Getting the same broken link to image. To make it work, I've been converting to HTML and modding using a path to the image.
2.) The gamemaster summary sheet seems to be barfing. Example:

That's wacky. Could you email me a copy of the picture you're trying to use? (nebular@shaw.ca) I tried it with gif, jpg, and png files and I was able to get them to work on my machine. Wonder if it's something to do with the way the image was saved or some other weird stuff.

At the moment, the GM sheet only works if you use the Print Multiple command from the File menu. It's intended to print multiple characters at once and expects a different starting XML tag (<characters> instead of <character>). The same thing happens if you select Print Multiple and then try to use the SR4 sheet. I was tempted to make them both work regardless of printing a single character or multiple characters. Guess I'll do that this evening then. (IMG:style_emoticons/default/smile.gif)

I've added the missing slots to the Contrail. There were 2 other vehicles that were missing this as well. If I can get the image thing fixed up this evening, I should another update ready to go. Nothing big in the app. The only real change I need to make is to add in <bonus /> support for Armor Mods because one silly item from Attitude adds an Intimidation bonus. The rest is all data updates.
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