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> Chummer Character Generator
suoq
post Aug 18 2011, 01:03 AM
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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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LG117
post Aug 18 2011, 01:57 AM
Post #1802


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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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Nebular
post Aug 18 2011, 03:12 AM
Post #1803


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QUOTE (suoq @ Aug 17 2011, 08:03 PM) *
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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Nebular
post Aug 18 2011, 03:13 AM
Post #1804


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QUOTE (LG117 @ Aug 17 2011, 08:57 PM) *
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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McDougle
post Aug 18 2011, 07:45 PM
Post #1805


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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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fazzamar
post Aug 19 2011, 03:08 AM
Post #1806


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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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Nebular
post Aug 19 2011, 08:55 PM
Post #1807


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Build 180
  • added support for <ammocategory /> for Weapons which overrides the type of Ammo a Weapon uses (typically for Grenade Launchers that are found in the Assault Rifles category)
  • marked Grenade Launchers for Assault Rifles and Battle Rifles as using Grenade Launchers Ammo (minigrenades)
  • added support for <careerkarma /> requirement condition for Qualities which requires a character to have earned an amount of Career Karma before the Quality can be selected
  • added Legendary Quality from Street Legends
  • added support for naming Vehicles
  • corrected a logic error in the Essence cost calculation for Basic Bioware when a character has both the Type O System and Biocompatibility (bioware) Qualities
  • increasing Submersion Grade in Create Mode now costs the correct amount of Karma and puts the proper Grade number in the list
  • added Tradition and Stream information to printouts
  • Movement Speed Improvements no longer affect Fly or Swim Movement Speeds which throw errors (and shouldn't be modified)
  • Vehicles now show their Sensor's Signal Rating (next to the Sensor field when a Vehicle is selected)
  • added the ability to search for Weapon and Vehicles Mods in the Select Mod window
  • broke Reality Amplifiers into their individual types
  • Reality Amplifiers can now be added as Plugins for Commlinks
Outstanding Items
  • Armor Mod Capacity Calculation?
  • House Rule: Alternate Armor Encumbrance
  • Hacked Programs
  • Support for Cyborgs
  • Vehicle Mod Cyberware
  • Vehicle Underbarrel Weapons
  • Delete Expenses
  • Gear Cost % Adjustment
  • Weapon Firing Modes
  • Omae Character Feedback
  • GM Character Management/Karma/Nuyen/Gear Distribution
  • Multiple Clips and Different Ammo
  • A.I. Inherent Programs
  • Cheat Sheets?
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Dakka Dakka
post Aug 19 2011, 09:13 PM
Post #1808


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QUOTE (Nebular @ Aug 19 2011, 10:55 PM) *
corrected a logic error in the Essence cost calculation for Basic Bioware when a character has both the Type O System and Biocompatibility (bioware)
Should this even be possible? It's 40 BP in positive Qualities.
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Nebular
post Aug 19 2011, 09:19 PM
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QUOTE (Dakka Dakka @ Aug 19 2011, 04:13 PM) *
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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TP13
post Aug 19 2011, 09:35 PM
Post #1810


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QUOTE (Dakka Dakka @ Aug 19 2011, 04:13 PM) *
Should this even be possible? It's 40 BP in positive Qualities.


Yes it is legal , 30BP for Type O system 5BP for class 1 surge (gives 10BP for metagenetic qualities). Biocompatibility is a 10BP metagenetic quality.
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TP13
post Aug 19 2011, 09:37 PM
Post #1811


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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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KeyMasterOfGozer
post Aug 19 2011, 09:40 PM
Post #1812


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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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TP13
post Aug 19 2011, 09:48 PM
Post #1813


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R. is for skill rating P. is for dice pool
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Seerow
post Aug 19 2011, 10:07 PM
Post #1814


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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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KeyMasterOfGozer
post Aug 19 2011, 11:24 PM
Post #1815


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QUOTE (TP13 @ Aug 19 2011, 05:48 PM) *
R. is for skill rating P. is for dice pool

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.
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Seerow
post Aug 19 2011, 11:38 PM
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QUOTE (KeyMasterOfGozer @ Aug 20 2011, 12:24 AM) *
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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Nebular
post Aug 20 2011, 04:00 PM
Post #1817


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QUOTE (KeyMasterOfGozer @ Aug 19 2011, 06:24 PM) *
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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Nebular
post Aug 20 2011, 04:00 PM
Post #1818


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QUOTE (Seerow @ Aug 19 2011, 05:07 PM) *
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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Leoric
post Aug 21 2011, 06:29 PM
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QUOTE (Nebular @ Aug 20 2011, 06:00 PM) *
I'll take a look at adding this.


That would be great! (IMG:style_emoticons/default/love.gif)
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RobertB
post Aug 22 2011, 08:09 PM
Post #1820


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Edit. Removed. Looked a little closer.

Love the program!
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KeyMasterOfGozer
post Aug 23 2011, 02:08 AM
Post #1821


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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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Jazz
post Aug 23 2011, 05:06 PM
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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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Jazz
post Aug 23 2011, 10:34 PM
Post #1823


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The classic "Microphone" (SR4A Flavour p.334, stats p.333), even as a mounted sensor, is avaibility 0, not 4.
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Marwynn
post Aug 24 2011, 03:23 AM
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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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SpellBinder
post Aug 24 2011, 03:56 AM
Post #1825


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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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