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> Chummer Character Generator
Elfy
post Sep 20 2011, 08:22 PM
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Program's pretty neat!

I would love to see Swimming (and Flight - Pixies can fly) movement rates added to the 'Other Info' tab/printed character sheet output and for the qualities/'wares that modify it (x1.5 Swimming Rate with 'Functional Tail-Paddle Tail' and 'Cyberfins') updated to modify it.

Thanks for all your hard work! =)
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Addric
post Sep 20 2011, 09:32 PM
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There are several issues with the "The Athletes Way" adept power. Its supposed to unlock the prodigious physicality, but chummer wants artists way to unlock it. Also Prodigious Physicality is supposed to have up to 3 ranks and currently is only allowed one. I would be super appreciative if you could update this when you get the time.

Thanks for the great program.

Addric
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Valnar
post Sep 21 2011, 12:14 PM
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The program handles SWAT armor & form fitted armor as military grade armor when it comes to modifications, meaning upgrades that should be available (like PPP for SWAT armor) aren't and some upgrades reserved for military grade armor are available instead (like strength upgrade)
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esprism
post Sep 21 2011, 12:20 PM
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PPP is not a modification, you just wear it with another armor (or without) you choose. You can wear it with different armors.
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Minimax le Rouge
post Sep 21 2011, 01:20 PM
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hello,
when i add a cyberlimb, it should have the same Essence cost for a Standart one, or a Second-hand alphaware (-20% +20% = 0% discount). I have a 4% discount : 0.8*1.2=0.96.

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Jazz
post Sep 21 2011, 01:59 PM
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QUOTE (Minimax le Rouge @ Sep 21 2011, 01:20 PM) *
hello,
when i add a cyberlimb, it should have the same Essence cost for a Standart one, or a Second-hand alphaware (-20% +20% = 0% discount). I have a 4% discount : 0.8*1.2=0.96.

That's only depends if you count like US or Germany. As your nickname tell you may be french speaking, the french version of Arsenal comes from the german version for some parts, so this rounding rule maybe aswell.
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Nebular
post Sep 21 2011, 02:31 PM
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QUOTE (esprism @ Sep 20 2011, 12:01 PM) *
Something about cyberlimbs parts in attributes average rating calculation :

Maybe there's a rule I miss but everybody don't count 5 parts for average attribute rating. (for example : 2 legs, 2 arms, 1 torso and 1 head)

Can we add a customisable number of parts for this average value in character sheet ?

Over point : "If you have any nuyen left over from Resources, you may add +1 to the dice roll for every 100¥ left over, up to a maximum of 3 times the number of dice rolled" SR4A p.88
It's not a priority but for High level lifestyles character it represent 12*500=6000 nuyens (IMG:style_emoticons/default/smile.gif)

This was discussed WAAAY back in this thread. Everyone figured there were only 5 "cyberlimbs" - 2 arms, 2 legs, and there was much discussion as to whether it was the head or the torso that counted as the 5th. Now that I'm looking back through the book, all 6 of those are listed under the Cyberlimb table, so I'm wondering if it in fact should be 6 limbs instead of 5.

The Nuyen bit is already factored into the Lifestyle stuff when moving a character from Create Mode to Career Mode. Instead of just showing XD6, the text will read XD6 + Y if you have unspent Nuyen.
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Nebular
post Sep 21 2011, 02:33 PM
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QUOTE (Elfy @ Sep 20 2011, 03:22 PM) *
Program's pretty neat!

I would love to see Swimming (and Flight - Pixies can fly) movement rates added to the 'Other Info' tab/printed character sheet output and for the qualities/'wares that modify it (x1.5 Swimming Rate with 'Functional Tail-Paddle Tail' and 'Cyberfins') updated to modify it.

Thanks for all your hard work! =)

Good idea! I'll add this to the list o' stuff to do.
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Nebular
post Sep 21 2011, 02:40 PM
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QUOTE (Addric @ Sep 20 2011, 04:32 PM) *
There are several issues with the "The Athletes Way" adept power. Its supposed to unlock the prodigious physicality, but chummer wants artists way to unlock it. Also Prodigious Physicality is supposed to have up to 3 ranks and currently is only allowed one. I would be super appreciative if you could update this when you get the time.

Thanks for the great program.

Addric

Adept Powers file has been updated to correct this! (IMG:style_emoticons/default/biggrin.gif)
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Nebular
post Sep 21 2011, 02:44 PM
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QUOTE (Valnar @ Sep 21 2011, 07:14 AM) *
The program handles SWAT armor & form fitted armor as military grade armor when it comes to modifications, meaning upgrades that should be available (like PPP for SWAT armor) aren't and some upgrades reserved for military grade armor are available instead (like strength upgrade)

As esprism mentioned, PPP is actually worn Armor and behaves in the exact same was as Helmets and Shields. They're just put on and don't belong to a specific piece of Armor. I'll look into the Military Grade Armor thing though. It looks like everything is allowed to add mods from all categories instead of General and its own which isn't right.
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Minimax le Rouge
post Sep 21 2011, 02:52 PM
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QUOTE (Jazz @ Sep 21 2011, 03:59 PM) *
That's only depends if you count like US or Germany. As your nickname tell you may be french speaking, the french version of Arsenal comes from the german version for some parts, so this rounding rule maybe aswell.


I read Augmentation on more time. I have make an interpretation of the rule: It's a 1.2 Multiplier, i was interpreting this as a Streamline rule by converting it in a 20% downgrade. My bad
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Nebular
post Sep 21 2011, 02:52 PM
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QUOTE (Minimax le Rouge @ Sep 21 2011, 08:20 AM) *
hello,
when i add a cyberlimb, it should have the same Essence cost for a Standart one, or a Second-hand alphaware (-20% +20% = 0% discount). I have a 4% discount : 0.8*1.2=0.96.

The number show is in fact correct. In most cases, you add together all of the percentage modifiers, get a total number, and multiply the base ESS cost by that amount. Second-Hand Cyberware is a little different. The Second-Hand modifier is not included in this total percentage modifier. It is applied after the adjustment calculation. You apply the Alphware (0.8 ) modifier first, get your result, then apply the Second-Hand (1.2) modifier after that, which effectively makes the modifier 0.96 as you pointed out and is the correct number.

Here's the example from the English printing of Augmentation (it uses an item with an ESS cost of 2 for the example):
QUOTE
The base Essence cost of the implant would be 1.92 (the original 2 Essence cost for Rating 2 muscle replacement x 0.8 for alphaware grade x 1.2 for the second-hand state of the implant), while the Availability would be 9R (10R for the original implant,–1 for being second-hand) and the cost 10,000¥ (10,000¥ x 2 x 0.5).

Edit: we both posted at the exact same time I see. Well, if nothing else, this will at least explain to everyone why it works this way. (IMG:style_emoticons/default/biggrin.gif)
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Nebular
post Sep 21 2011, 04:20 PM
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QUOTE (Thorguild @ Sep 13 2011, 07:37 PM) *
That would be great! The token is both the visual representation of your character on the map, and the repository for the character information. It is represented by a .jpg and allows you to make your rolls with the appropriate dice pools.

I found myself wishing in our last session that I could pull up several corpsec guards, and plop them straight down into tokens.

Thanks for considering it.

Thorguild

So I took a look at MapTools with the SR4 plugin and it unfortunately doesn't look like this will be possible as it looks as though you can only create characters from within MapTools. There doesn't appear to be a way to actually import character data from an external source unless I have completely missed something. The only thing I can find that lets you open/import something is to open a campaign file.
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Addric
post Sep 21 2011, 04:22 PM
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Thanks for the fix! This program is an incredible help
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EpicSpire
post Sep 21 2011, 04:47 PM
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QUOTE (Nebular @ Sep 21 2011, 10:20 AM) *
So I took a look at MapTools with the SR4 plugin and it unfortunately doesn't look like this will be possible as it looks as though you can only create characters from within MapTools. There doesn't appear to be a way to actually import character data from an external source unless I have completely missed something. The only thing I can find that lets you open/import something is to open a campaign file.



actually i think there is,.. there is a program called Character Tools for use with the maptool program.

i never used it, but i think someone with your skills will probably figure it out a lot easier than i could describe it.

here is the link:

http://www.rptools.net/index.php?page=downloads#CharTool

i could be wrong, like i said i never used the character tool. but i think it was designed for something like this.
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Jazz
post Sep 21 2011, 07:24 PM
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I want to mention Nurw0d4sh, who is making a combat assistant aswell. Unfortunally this one is in french only "for the moment".

http://bdournon.free.fr/assistantsr4/index.php

He said he's got the intention to import characters from Chummer aswell.
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Nebular
post Sep 21 2011, 07:48 PM
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QUOTE (Jazz @ Sep 21 2011, 02:24 PM) *
I want to mention Nurw0d4sh, who is making a combat assistant aswell. Unfortunally this one is in french only "for the moment".

http://bdournon.free.fr/assistantsr4/index.php

He said he's got the intention to import characters from Chummer aswell.

Neat! Saves me the trouble of writing one then. I've been wanting one for a while but have been putting all of my time into Chummer instead. (IMG:style_emoticons/default/biggrin.gif)
Registered to take a look at it (thanks to Google Translate) but the email activation isn't working for me. (IMG:style_emoticons/default/nyahnyah.gif)
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Jazz
post Sep 21 2011, 10:29 PM
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QUOTE (Nebular @ Sep 21 2011, 07:48 PM) *
Registered to take a look at it (thanks to Google Translate) but the email activation isn't working for me. (IMG:style_emoticons/default/nyahnyah.gif)

I told him (IMG:style_emoticons/default/wink.gif)
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Nebular
post Sep 22 2011, 12:58 AM
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QUOTE (Jazz @ Sep 21 2011, 05:29 PM) *

Thanks. Managed to get it activated. He should probably setup a thread for it here. (IMG:style_emoticons/default/smile.gif)
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Nebular
post Sep 22 2011, 12:59 AM
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QUOTE (EpicSpire @ Sep 21 2011, 11:47 AM) *
actually i think there is,.. there is a program called Character Tools for use with the maptool program.

i never used it, but i think someone with your skills will probably figure it out a lot easier than i could describe it.

here is the link:

http://www.rptools.net/index.php?page=downloads#CharTool

i could be wrong, like i said i never used the character tool. but i think it was designed for something like this.

Ah, ok. I never did take a look at their other stuff. Thought they would be independent tools. I'll check out Character Tools and see if that lets me do something.
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ChatNoir
post Sep 22 2011, 07:30 AM
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QUOTE (Nebular @ Sep 21 2011, 04:31 PM) *
This was discussed WAAAY back in this thread. Everyone figured there were only 5 "cyberlimbs" - 2 arms, 2 legs, and there was much discussion as to whether it was the head or the torso that counted as the 5th. Now that I'm looking back through the book, all 6 of those are listed under the Cyberlimb table, so I'm wondering if it in fact should be 6 limbs instead of 5.

The Nuyen bit is already factored into the Lifestyle stuff when moving a character from Create Mode to Career Mode. Instead of just showing XD6, the text will read XD6 + Y if you have unspent Nuyen.

There was a topic about that on our French forum (well, the one I'm using anyway ^^). The idea was that 5 was closer to the reality because having STR and BOD stat on a cyberhead was just not that realistic. But those stats seem relevent for a cybertorso.
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Shortstraw
post Sep 22 2011, 10:14 AM
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is the neck part of the cyber torso or cyber skull? Because you need str for head-butts.
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esprism
post Sep 22 2011, 11:22 AM
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I count 6 parts by default.

For damage, I count 6 parts for BOD because it's general. (some others may chose 7 parts to keep "native" (internal) attribute plus 6 body parts)

But if someone don't use his head for leverage for example I count 5 parts. Or one part (1 arm) for a heavy pistol shot.

For some tests, we count the lowest attribute off all parts as mention the rule.

5 parts is not bad, but since there's no clear rule. Offer to choose in program options is better imo.
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Dakka Dakka
post Sep 22 2011, 12:11 PM
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Actually cyber skull and torso are described as being only shells. As such you could use the natural attributes. Whether you can modify them via customization or limb enhancement is not clear. For the latter both, especially the skull, does not have enough capacity to bring it up to the level of the other limbs.

And yes it is 6. Whether you use your head or not.
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Nebular
post Sep 22 2011, 12:53 PM
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And so 6 it shall be! (in the next update) (IMG:style_emoticons/default/biggrin.gif)
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