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#1801
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,272 Joined: 22-June 10 From: Omaha. NE Member No.: 18,746 ![]() |
The grenade launchers all have <category>Assault Rifles</category> not <category>Grenade Launchers</category>. There may be a reason for this but I believe it affects reloading.
Edit: My bad, at least one has Battle Rifles as it's category. I believe Carnivore Gold, Lip Reader, and Mona Lisa, (all from Spy Games) should all have <addoncategory>Program Options</addoncategory>. I may be wrong. |
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#1802
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Target ![]() Group: Members Posts: 16 Joined: 20-July 09 From: North Chicago Burbs Member No.: 17,412 ![]() |
I've decided to look at trading the MMG turret on my Rigger's van for a Heavy Autocannon. For some reason I do not seem to be able to add an External smartgun system. I can only add the internal version (doubling the cost). Is that a rule I am missing, or an oversight?
When right clicking the MMG, I can do both Add Accessory and Add Modification. Right clicking the Autocannon only allows Add Modification. It says accessories may not be added for the weapon. Apologies if I am missing the rule, but I have been digging for what would prevent an external smartlink from going on the Autocannon. Thanks again. |
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#1803
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
The grenade launchers all have <category>Assault Rifles</category> not <category>Grenade Launchers</category>. There may be a reason for this but I believe it affects reloading. Edit: My bad, at least one has Battle Rifles as it's category. I believe Carnivore Gold, Lip Reader, and Mona Lisa, (all from Spy Games) should all have <addoncategory>Program Options</addoncategory>. I may be wrong. Surprised the Grenade Launcher addon one wasn't caught earlier. I'll hopefully have that fixed in the next updat. The Program Options items for those pieces of Software will also be added. |
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#1804
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
I've decided to look at trading the MMG turret on my Rigger's van for a Heavy Autocannon. For some reason I do not seem to be able to add an External smartgun system. I can only add the internal version (doubling the cost). Is that a rule I am missing, or an oversight? When right clicking the MMG, I can do both Add Accessory and Add Modification. Right clicking the Autocannon only allows Add Modification. It says accessories may not be added for the weapon. Apologies if I am missing the rule, but I have been digging for what would prevent an external smartlink from going on the Autocannon. Thanks again. For some reason I had those Vehicle Weapons marked as not allowing Accessories. I'll have these enabled in the next update. |
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#1805
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Moving Target ![]() ![]() Group: Members Posts: 206 Joined: 21-November 09 Member No.: 17,893 ![]() |
Because searching by name is fun and german players sometimes have to guess names to find the associated english gear, please make Vehicle modifications searchable.
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#1806
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Moving Target ![]() ![]() Group: Members Posts: 174 Joined: 28-February 08 Member No.: 15,719 ![]() |
Seems that armor modifications aren't being added up right. For example, Mods being added to an armor jacket are taking the same number of 'capacity' points as it would for a suit.
The armor jacket can take up to 12 rating points in mods (ie 6 insulation, 6 non-conductivity) while a light military grade armor can take 10 capacity in mods (ie 6 insulation [2 cap] + 6 non-conductivity [3 cap] + 6 thermal dampening [5 cap]) The relevant page is AR pg44. |
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#1807
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Build 180
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#1808
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,507 Joined: 11-November 08 Member No.: 16,582 ![]() |
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#1809
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Should this even be possible? It's 40 BP in positive Qualities. In most cases, no. This would be something that the GM would need to allow. In any event, there was an error in how the reduced ESS cost of Basic Bioware was being calculated that this combination (and currently only this combination) revealed and got fixed. It's more likely to be exposed through custom data, but if nothing else, it means that little bug won't rear its head should some new Quality/Ware/Rule come along and reproduce a similar situation. (IMG:style_emoticons/default/biggrin.gif) |
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#1810
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Target ![]() Group: Members Posts: 26 Joined: 21-July 11 Member No.: 33,797 ![]() |
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#1811
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Target ![]() Group: Members Posts: 26 Joined: 21-July 11 Member No.: 33,797 ![]() |
Theres lots of combos that are actually legal if you think through combos and parse the language. The most "illegal" combo that is RAW legal is latant awakening + latent technomancer. Although it starts to not work after you trade one of the qualities in.
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#1812
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Moving Target ![]() ![]() Group: Members Posts: 239 Joined: 10-February 04 Member No.: 6,068 ![]() |
I am probably being excessively dim, but on the Shadowrun 4 printout xls thing, on the Skills section, there are columns for "R. Mod." and "P. Mod.". I am seeing zeros in these columns always, and I can't figure out what they are supposed to show.
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#1813
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Target ![]() Group: Members Posts: 26 Joined: 21-July 11 Member No.: 33,797 ![]() |
R. is for skill rating P. is for dice pool
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#1814
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Moving Target ![]() ![]() Group: Members Posts: 705 Joined: 3-April 11 Member No.: 26,658 ![]() |
Would it be possible to get custom cybersuites implemented as a part of the UI? It's a pain to enter them in manually, especially for cyberlimbs (for which I can't seem to get any sort of mod to work). It should be relatively easy to be able to just under cyber/bioware be able to add a custom name, and be able to add cyber/bio underneath it that gets the discount.
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#1815
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Moving Target ![]() ![]() Group: Members Posts: 239 Joined: 10-February 04 Member No.: 6,068 ![]() |
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#1816
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Moving Target ![]() ![]() Group: Members Posts: 705 Joined: 3-April 11 Member No.: 26,658 ![]() |
Ok, so what would be in those fields? What could go on a charsheet there? Smart-Link doesn't show up, it seems pretty much anything else would be only circumstantial. Probably adept powers, and cyberware that provides skills. For example a reflex recorder would show up there, probably under R. Improved Combat Ability would show up under R. But Kinescis would show up under P. Or something along those lines. I know that Move By Wire puts dodge under R. |
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#1817
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Ok, so what would be in those fields? What could go on a charsheet there? Smart-Link doesn't show up, it seems pretty much anything else would be only circumstantial. The breakdown really comes down to the wording of the Quality or item modifying the Skill. Modifiers apply to the Skill's Pool Modifier and are placed in the P. Mod. column, unless they explicitly state that the modifier is applied to the Skill's Rating, in which case they appear under the R. Mod. column. Chances are most of your modifiers will be Pool Modifiers. |
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#1818
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Would it be possible to get custom cybersuites implemented as a part of the UI? It's a pain to enter them in manually, especially for cyberlimbs (for which I can't seem to get any sort of mod to work). It should be relatively easy to be able to just under cyber/bioware be able to add a custom name, and be able to add cyber/bio underneath it that gets the discount. I'll take a look at adding this. |
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#1819
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Target ![]() Group: Members Posts: 29 Joined: 17-May 02 Member No.: 2,750 ![]() |
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#1820
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Moving Target ![]() ![]() Group: Members Posts: 133 Joined: 18-August 03 From: Apopka, FL U.S.A. Member No.: 5,516 ![]() |
Edit. Removed. Looked a little closer.
Love the program! |
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#1821
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Moving Target ![]() ![]() Group: Members Posts: 239 Joined: 10-February 04 Member No.: 6,068 ![]() |
So I used to help with the XSLT files for the old SR3 program's files. I added some features into your Shadowrun 4.xsl file that I thought might interest you from those old days:
http://www.oldforest.net/srchars/Shadowrun4Paged.xsl I added into your bottom "section header" bars 2 buttons: 1) "Show: YES/NO" - I assigned IDs to each of your DIV blocks. Clicking on this button will cause the section to not print out when you print it if it is "NO". 2) "Page-break: YES/NO" - This one causes a Page-Break to be inserted after this block if you click it to "YES". in the CSS at the top, I used the "@media print" and "@media screen" to make these styles behave differently between printing and display on the screen. I got lazy at some of the blocks at the bottom, like concept and the background, so there would probably need to be some clean up to make the TDs on the bottom bar line up correctly. Feel free to use any of that you want, or skip it if you don't like it. Edit: Oh, and the buttons don't show up in the print, only on the browser screen. |
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#1822
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Moving Target ![]() ![]() Group: Members Posts: 196 Joined: 23-August 11 Member No.: 36,571 ![]() |
I'm implementing the DARK pack "2.5" from the french community and I've got a few problems.
Four minor bugs : - Price of an empty Credstick is not 25Y + 1 = 26 (at rating 1), it's a flat 25. You should make credstick able to go rating 0. - Price of Simsense are 5-200Y, not only 5Y. - Notes never save for PACKs. How can I make my Revenge of the Dragon Warrior XII ultimate son of the ninja for a Simsense PACK ? (you should put a title, like on a antidot patch or a toolKit on these anyway). - electrical darts for the defiance shock don't save as ammos for defiance schock for PACKs. I don't know for other ammos. - RFID sensor tags are bugged, you can't put sensors in it. Two wishes : - I'd like to unstack RFID sensors tag so I can put 3 camera there, 2 microphone there and so on. - I'd love to be able to put custom items (edit - forget that) Or I'm a dumb person and I can't use very well Chummer (edit - that's it) I'll post other bugs if I bump in them. -edit- here's how I handled some of the credstick problems. I made custom gear with all credstick + empty credsticks. Even better you could remove the rating from the credstick and link to each flavour of certified credstick an item named "Nuyen" rating 1-max value of the credstick. Temp solution : <gear> <name>Empty Certified Credstick, Standard</name> <category>ID/Credsticks</category> <rating>0</rating> <avail>0</avail> <cost>25</cost> <source>SR4</source> <page>331</page> </gear> <gear> <name>Empty Certified Credstick, Silver</name> <category>ID/Credsticks</category> <rating>0</rating> <avail>0</avail> <cost>25</cost> <source>SR4</source> <page>331</page> </gear> <gear> <name>Empty Certified Credstick, Gold</name> <category>ID/Credsticks</category> <rating>0</rating> <avail>0</avail> <cost>25</cost> <source>SR4</source> <page>331</page> </gear> <gear> <name>Empty Certified Credstick, Platinium</name> <category>ID/Credsticks</category> <rating>0</rating> <avail>0</avail> <cost>25</cost> <source>SR4</source> <page>331</page> </gear> <gear> <name>Empty Certified Credstick, Ebony</name> <category>ID/Credsticks</category> <rating>0</rating> <avail>0</avail> <cost>25</cost> <source>SR4</source> <page>331</page> </gear> <gear> <name>Certified Credstick, Standard</name> <category>ID/Credsticks</category> <rating>5000</rating> <avail>0</avail> <cost>25 + Rating</cost> <source>SR4</source> <page>331</page> </gear> <gear> <name>Certified Credstick, Silver</name> <category>ID/Credsticks</category> <rating>20000</rating> <avail>0</avail> <cost>25 + Rating</cost> <source>SR4</source> <page>331</page> </gear> <gear> <name>Certified Credstick, Gold</name> <category>ID/Credsticks</category> <rating>100000</rating> <avail>0</avail> <cost>25 + Rating</cost> <source>SR4</source> <page>331</page> </gear> <gear> <name>Certified Credstick, Platinium</name> <category>ID/Credsticks</category> <rating>500000</rating> <avail>0</avail> <cost>25 + Rating</cost> <source>SR4</source> <page>331</page> </gear> <gear> <name>Certified Credstick, Ebony</name> <category>ID/Credsticks</category> <rating>1000000</rating> <avail>0</avail> <cost>25 + Rating</cost> <source>SR4</source> <page>331</page> </gear> |
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#1823
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Moving Target ![]() ![]() Group: Members Posts: 196 Joined: 23-August 11 Member No.: 36,571 ![]() |
The classic "Microphone" (SR4A Flavour p.334, stats p.333), even as a mounted sensor, is avaibility 0, not 4.
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#1824
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Moving Target ![]() ![]() Group: Members Posts: 986 Joined: 29-June 07 Member No.: 12,093 ![]() |
Found an odd one. Ballistic Shield is +6/+4 but lists the B/I in the Print preview as 12/8, regardless of how much armour is added.
It still calculates the encumberence properly. |
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#1825
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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 ![]() |
Just updated and saw some of the included features. At least now the Eichiro Hatamoto II can also be tagged to use the right ammo (shotgun), but am wondering if it would work on the Taurus Multi-6 as it can use both Light Pistol & Heavy Pistol ammo. (Ref Arsenal, page 22 on both weapons.) Off hand I can't recall any other weapons that use odd ammo like these two.
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Lo-Fi Version | Time is now: 10th March 2025 - 02:30 PM |
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