My Assistant
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Sep 17 2011, 07:24 AM
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#2076
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Build 200
Cloning Machine The Cloning Machine is only available in Career Mode and is designed to make working with multiple copies of the same grunt/fodder NPC easier (which means you can now track their individual Condition Monitors and Ammo). After selecting Cloning Machine, enter the number of clones you would like to create. A new copy of the character file is opened and a number is added to their name to make identification easier. The cloned copies break their links to the original save file so that the source file is not accidentally overwritten by any one clone, though their individual files can still be saved. It should be noted that clones are created from the save file of the currently-selected character rather than from the state of the currently selected character (meaning that unsaved changes will not be cloned). New Strings
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Sep 17 2011, 08:19 AM
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#2077
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Target ![]() Group: Members Posts: 46 Joined: 21-August 11 From: The Deep Sprawl Member No.: 36,450 |
The change I made after some people said the PPP stuff shouldn't count towards Armor Encumbrance was wrong. I changed it so that Helmets and Shields and SecureTech PPP System Armors didn't count towards Armor Encumbrance when instead it should have been changed so they don't count towards the number of worn pieces. The SecureTech PPP System Armors are treated exactly like Helmets and Shields. Helmets and Shields don't count as individual pieces of Armor for the purposes of determining stacking (as in they don't count as pieces on their own meaning a single piece of Armor and a Helmet is considered to be 1 piece, not 2), but there is nothing say that they do not count towards Armor Encumbrance. This will be corrected in the next update. (see next post as I don't want to just let that one sit over the weekend!) okay, thanks. I was worried that i totally mis-interpreted the wording or something in Arsenal or missed an Errata. |
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Sep 17 2011, 08:55 AM
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#2078
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Target ![]() Group: Members Posts: 16 Joined: 15-September 11 Member No.: 38,070 |
And another one I'm pretty sure is a bug (found in build 199):
The program lets me select armor mods for form fitting body armor that are restricted to military grade armor (i. e. Strength Upgrade) |
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Sep 17 2011, 12:13 PM
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#2079
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Moving Target ![]() ![]() Group: Members Posts: 196 Joined: 23-August 11 Member No.: 36,571 |
i mention this because a player in my game just handed in a character with a 2 body and 3 str (using the body + str rule) and his character is not encumbered with a 9/9 armor rating, although i am sure he should be. his armor set up was: Steampunk overcoat: 3/3 Half Body Form Fit : 4/1 Vital protectors: 1/1 Leg and arm casings 1/1 Shin guards: 0/1 Forearm Guards: 0/1 Helmet: 0/2 Total protection: 9/9 Encumbrance value: 5/3... (Should be 7/8) am i mis-interpreting the rule? the rule actually uses forearm guards and helmet/shields as an example... 1st case (or how I interpret that rule with BOD+STR) To me it should be 7/4 or 7/6 so (-1/0). If each PPP "does not count as supplemental armor so it's "Steampunk overcoat" + "Half Body Form Fit" = 7/4 Modified by PPP (2/6) that doesn't stack. BOD+STR you get 5. - From 7/4 you have 7-5 = 2 full points more = -1 malus to AGI and REA, and 4-5 no penalty - From 2/6 you have 2-5 no penalty, 6-5 =, -1 malus to AGI and REA. Result, -2 to AGI, -2 to REA. 2nd case (or how I interpret that rule with the raw BODx2, with my charcater) For my character, I have : == Armor == Clothing 0/0 Form-Fitting Full-Body Suit6/2 +Biomonitor +Chemical Protection 6 +Nonconductivity 6 +Ruthenium Polymer Coating Leather Jacket 2/2 (equiped or not) SecureTech Forearm Guards 0/1 SecureTech Helmet 0/2 SecureTech Leg and Arm Casings1/1 SecureTech Shin Guards 0/1 SecureTech Vitals Protector1/1 BOD 3 (I use the 2xBOD rule) so threshold = 6 When leather jacket is not equipped, I should have 0/0+6/2 = 6/2, no penalty to AGI and REA 2/6 from PPP, no penalty When leather jacket is equipped, I should have 0/0+6/2+2/2 = 8/4 => -1 penalty to AGI and REA 2/6 from PPP, no penalty. 3rd case (or like the french books tells) If it were "per leg or chest" like french books tells (it tells "these elements modify the rating of armor there are combined with" (there I think it's a bad translation, anyway let's calculate) All equipped : Head nothing, modified by Helmet +0/+2 = 0/2, no penalty Chest : 0/0 + 6/2 + 2/2 = 8/4 modified by Forearm Guard and "only arms" (0/1) = +0/+2 = 8/6, penalty of -1 to AGI/REA Legs : 0/0 + 6/2 = 6/2 modified by "only leg" (0/1) + shin + vitals = +1/+3 = 6/5, no penalty 4th case, or like I suspect Chummer should count : All equipped : 0/0 + 6/2 + 2/2 = 8/4, modified by +2/+6 = 10/10, -4 penalty Jacket unequipped : 0/0 + 6/2 = 6/2, modified by +2/+6 = 8/8, -2 penalty Anyway today all equiped, Chummer gives me penalty -3 to AGI and nothing to REA+Initiative, I don't understand how it's calculated and applied. - Chummer does give me -1 penalty when leather jacket is not equipped - and -3 when equipped. - When leather jacket and helmet is not equipped, it should be 0/0 + 6/2 = 6/2 modified by +2+4 = 8/6 = -1 penalty. There Chummer gives me 0 penalty. Penalties are only applied to AGI, not REA that also count toward Initiative like the rules says. There is still a bug there, and for my example I'd like to know how the rule should work because I don't understand the calculation. |
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Sep 17 2011, 12:58 PM
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#2080
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Moving Target ![]() ![]() Group: Members Posts: 196 Joined: 23-August 11 Member No.: 36,571 |
Ok, sent you the french for build 200.
I forgot to tell you : - that I used en-us.xml same version number (i'll adjust the version number myself from now, I think parity is better) - and that a string stayed in english, in AGI tootip when your character get encumbrance malus (something like "+ Impact Encumbrance" and "+ Ballistic Encumbrance") |
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Sep 17 2011, 01:09 PM
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#2081
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Moving Target ![]() ![]() Group: Members Posts: 196 Joined: 23-August 11 Member No.: 36,571 |
(how many times does someone really change their language after it is set to their preferred one?). No comment (IMG:style_emoticons/default/smile.gif) (IMG:style_emoticons/default/smile.gif) (IMG:style_emoticons/default/smile.gif) I think I'm the only user to switch 10 times a langage so don't bother with me. I've got the habit, put shortcuts for chummer in quick launch bar etc. It's not a big deal for me (IMG:style_emoticons/default/wink.gif) That is something you should consider for your work, anyway, especially in Canada or other bilingual countries like Belgium (IMG:style_emoticons/default/smile.gif) (when working with a software in such countries, most users have to "show something" to a non-speaking-the-same-language collegue) Hacked software should show that it's Hacked when that is taken. It should appear in the brackets either as (Hacked) if there was no other extra text to enter, or (some text, Hacked). Seems to be working from what I can see. Is it not behaving like that for you? Now with build 200 yes, I remember with build 198 that wasn't the case. This or I really HAD to sleep. <string> <key>String_CloningMachineNumber</key> <text>How many clones would you like to create?</text> </string> translated as <string> <key>String_CloningMachineNumber</key> <text>Combien de clones voulez-vous créer à partir du fichier de sauvegarde de ce personnage ?</text> </string> meaning "How many clones would you like to create from this character savefile?" : I think it's better for users to remember how that works. Maybe you could put a 0 or a 1 by default, and use another entry box that this (big) string entry box ? Maybe the normal number box like you did for gremlins ? Last question, do you want me to rewrite a proper and shorter version for what I see for ammo&clips ? |
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Sep 17 2011, 01:43 PM
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#2082
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Moving Target ![]() ![]() Group: Members Posts: 196 Joined: 23-August 11 Member No.: 36,571 |
DAMNIT form fitting armor count as 3/1 !
So it seem the calculation is correct. The only problem is for REA/initiative penalty. |
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Sep 17 2011, 02:28 PM
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#2083
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Moving Target ![]() ![]() Group: Members Posts: 346 Joined: 17-September 06 From: Utah USA Member No.: 9,402 |
Error Found:
In SR4A they added a rating system for arrows. It appears to only be found on page 315. I checked the "Changes in SR4A List" and it's in there as well, so I guess it's law. Can you include that for me? And keep up the good work. Without this creator, Shadowrun would be a pain to play. |
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Sep 17 2011, 06:48 PM
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#2084
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Moving Target ![]() ![]() Group: Members Posts: 268 Joined: 2-September 11 Member No.: 37,159 |
Bug: The "Type O System" positive quality should be reducing the Essence cost of standard Bioware down to that of Deltaware. It currently has no apparent effect.
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Sep 17 2011, 07:04 PM
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#2085
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Bug: The "Type O System" positive quality should be reducing the Essence cost of standard Bioware down to that of Deltaware. It currently has no apparent effect. This appears to be working correctly. If I take any Basic Bioware (Standard Grade), such as Adrenal Regulator (0.1 ESS), then take Type O System, its ESS cost drops to 0.05 on both the character and in the Select Bioware window. |
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Sep 17 2011, 07:14 PM
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#2086
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Moving Target ![]() ![]() Group: Members Posts: 268 Joined: 2-September 11 Member No.: 37,159 |
This appears to be working correctly. If I take any Basic Bioware (Standard Grade), such as Adrenal Regulator (0.1 ESS), then take Type O System, its ESS cost drops to 0.05 on both the character and in the Select Bioware window. That's odd. I started a new character to try it out again and now it's working fine. Okay, nm then - thanks (IMG:style_emoticons/default/grinbig.gif) |
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Sep 17 2011, 07:16 PM
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#2087
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
That's odd. I started a new character to try it out again and now it's working fine. Okay, nm then - thanks (IMG:style_emoticons/default/grinbig.gif) Could be that a character that had a added Type O System a long time ago when it still had some issues might have been missing the corrected Essence Cost Improvement info. I was worried the whole ESS Cost mess was rearing its ugly head again. (IMG:style_emoticons/default/smile.gif) |
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Sep 17 2011, 07:18 PM
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#2088
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Moving Target ![]() ![]() Group: Members Posts: 268 Joined: 2-September 11 Member No.: 37,159 |
Could be that a character that had a added Type O System a long time ago when it still had some issues might have been missing the corrected Essence Cost Improvement info. I was worried the whole ESS Cost mess was rearing its ugly head again. (IMG:style_emoticons/default/smile.gif) Close - I forgot it didn't apply to cultured bioware.. oops |
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Sep 17 2011, 07:18 PM
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#2089
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Error Found: In SR4A they added a rating system for arrows. It appears to only be found on page 315. I checked the "Changes in SR4A List" and it's in there as well, so I guess it's law. Can you include that for me? And keep up the good work. Without this creator, Shadowrun would be a pain to play. Gear file has been updated to add Rating to Arrows. |
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Sep 17 2011, 07:28 PM
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#2090
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Target ![]() Group: Members Posts: 46 Joined: 21-August 11 From: The Deep Sprawl Member No.: 36,450 |
I think the Death Mask needs to be added to the helmet section of armor and not as an Upgrade. and as always Thanks for your time and effort on this CharGen.
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Sep 17 2011, 08:31 PM
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#2091
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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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Sep 17 2011, 09:49 PM
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#2092
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Running Target ![]() ![]() ![]() Group: Dumpshocked Posts: 1,003 Joined: 3-May 11 From: Brisbane Australia Member No.: 29,391 |
Is it possible to copy a piece of equipment or a vehicle as it is very time consuming to make several vehicles with the same mods?
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Sep 17 2011, 10:04 PM
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#2093
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Is it possible to copy a piece of equipment or a vehicle as it is very time consuming to make several vehicles with the same mods? No. Copy/Paste is one of those things that introduces a number of complexities with something like this. You can achieve the same result though by creating a PACKS Kit. Create a dummy character, setup the Vehicles and/or Gear how you want, then create a Custom Kit. Once it's created, you can add the Kit to any character in Create Mode. |
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Sep 17 2011, 10:24 PM
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#2094
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Moving Target ![]() ![]() Group: Members Posts: 196 Joined: 23-August 11 Member No.: 36,571 |
Saving a Pack don't work very well with custom equippement. The resulting file is badly parsed, meaning, there's a lot of debugging when trying to find back your pack. Here's an exemple :
* Download these files and put them in the data directory : http://www.mediafire.com/?szxb52ti3uuiief * Create a dummy character * Add the pack "D.A.R.K. for Security (Basic) - Part 1" * Create the pack "whatever" in custom_whatever_packs.xml. Check Gear and Vehicles. Hit OK. * Delete all stuff in Gear and Vehicles on the dummy character * Add the pack "whatever". Notice when selecting it that there's only the first item. Hit Add. * Only the first item is here. * Open the file custom_whatever_packs.xml, all is there, but badly saved. You can correct manually it to make it work as intended (but it's painfull). |
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Sep 17 2011, 10:24 PM
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#2095
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Moving Target ![]() ![]() Group: Members Posts: 196 Joined: 23-August 11 Member No.: 36,571 |
double post, nvm.
Oh btw, full cost of the pack in add a custom pack would be so fine... |
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Sep 18 2011, 12:14 AM
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#2096
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Moving Target ![]() ![]() Group: Members Posts: 150 Joined: 4-November 08 Member No.: 16,567 |
any chance of being able ot add our own Knowledge skills?
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Sep 18 2011, 12:35 AM
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#2097
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
any chance of being able ot add our own Knowledge skills? You already can! (IMG:style_emoticons/default/biggrin.gif) You can either type in whatever you like into the Knowledge Skill field (you can enter whatever text you like or pick from the list of available Skills). You can also define your own by creating a custom Skills data file (custom_skills.xml). Chummer combines both the base data file and any custom files you have to come up with a master list. The information on Custom Data Files and the skills.xml file schema can be found in the Chummer Wiki. |
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Sep 18 2011, 07:40 AM
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#2098
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Target ![]() Group: Members Posts: 95 Joined: 10-September 11 From: Lyon, FRANCE Member No.: 37,728 |
Yop, there's a small thing bothering me for some time but I never think about it when I'm here. ^^
In the "Politics" knowledge skill, if you check the specialsations you'll find several choices twice. For example Africa, but others too. See, not too big. (IMG:style_emoticons/default/biggrin.gif) |
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Sep 18 2011, 08:18 AM
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#2099
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Moving Target ![]() ![]() Group: Members Posts: 196 Joined: 23-August 11 Member No.: 36,571 |
* I don't know if autosoft can be hacked but as software, they should, no ?
(Nebular, you should never have give support for a Europe community of Shadowrun, now you have QA report 24/7 lol) |
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Sep 18 2011, 08:42 AM
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#2100
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Moving Target ![]() ![]() Group: Members Posts: 196 Joined: 23-August 11 Member No.: 36,571 |
Another exemple of problematic PACK reading :
* Create a dummy character * Add a MCT FlySpy from Vehicles&Drone tab. * Notice the price (2000) * Create the pack "whatever2" in custom_whatever_packs.xml. Check Vehicles. Hit OK. * Delete all stuff in Vehicles on the dummy character * Add the pack "whatever2". * Notice the price (3000). It's not the same as before. * Manual editing does nothing. (edit - if not specified, all the bugs I report comes from french version) |
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Lo-Fi Version | Time is now: 13th April 2022 - 04:06 PM |
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