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#2201
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Moving Target ![]() ![]() Group: Members Posts: 770 Joined: 19-August 11 From: Middle-Eastern Europe Member No.: 36,268 ![]() |
Is there a possibility to export the character to a text file?
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#2202
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Moving Target ![]() ![]() Group: Members Posts: 239 Joined: 10-February 04 Member No.: 6,068 ![]() |
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#2203
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Target ![]() Group: Members Posts: 3 Joined: 15-July 11 Member No.: 33,439 ![]() |
Hi Nebular,
Thanks for all your hard work! I have a bug to report: When opening the latest version of chummer and attempting to build an AI, or open a saved AI character it throws this error. CODE See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.FormatException: Input string was not in a correct format. at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal) at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info) at System.Convert.ToInt32(String value) at Chummer.Character.get_Movement() at Chummer.frmCreate.UpdateCharacterInfo() at Chummer.frmCreate.MetatypeSelected() at Chummer.frmCreate.frmCreate_Load(Object sender, EventArgs e) at System.Windows.Forms.Form.OnLoad(EventArgs e) at System.Windows.Forms.Form.OnCreateControl() at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible) at System.Windows.Forms.Control.CreateControl() at System.Windows.Forms.Control.WmShowWindow(Message& m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.WndProc(Message& m) at System.Windows.Forms.Form.WmShowWindow(Message& m) at System.Windows.Forms.Form.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.235 (RTMGDR.030319-2300) CodeBase: file:///c:/WINDOWS/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll ---------------------------------------- Chummer Assembly Version: 0.0.0.203 Win32 Version: 0.0.0.203 CodeBase: file:///C:/Documents%20and%20Settings/rtr.EXECUTIVE/Desktop/Chummer/Chummer.exe ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.235 built by: RTMGDR CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.236 built by: RTMGDR CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- System.Core Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- System.Configuration Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 (RTMRel.030319-0100) CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box. |
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#2204
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Moving Target ![]() ![]() Group: Members Posts: 770 Joined: 19-August 11 From: Middle-Eastern Europe Member No.: 36,268 ![]() |
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#2205
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
And all "Export" options are hidden under "Print" as well. Unnecessarily complicated. There are no real export options. You simply select a character sheet style to use to print your character. The Save as HTML button saves the selected sheet as HTML so you can generate it now and print it later, and Save as XML is only useful to someone who wants to see the generated XML so they can write their own XSL character sheets. They're all outputting your character in various character sheet formats, so this was the logical place to put 'em all. |
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#2206
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Old Man Jones ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 4,415 Joined: 26-February 02 From: New York Member No.: 1,699 ![]() |
On "piecemeal" armor, could we get an item entry for each "full suit"?
If you want individual pieces you can select them, but it'd be nice to be able to just select, say, "Berwick Dinner Jacket Ensemble" and have it added as a single entry with the combined stats of the constituent jacket, shirt, pants, etc. Also, I'm pretty sure many of the armor mods were intended to be added "per suit" and not to individual armor pieces. This would allow you to do that. Data file: [ Spoiler ] Thanks! -k |
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#2207
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Moving Target ![]() ![]() Group: Members Posts: 239 Joined: 10-February 04 Member No.: 6,068 ![]() |
And all "Export" options are hidden under "Print" as well. Unnecessarily complicated. Not really, Export and print are really the same function. Having export and print where it is gives you the opportunity to design your print-out or export in any way you like. You could possibly come up with a better name for the section than Print, but it seems fine to me. |
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#2208
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Moving Target ![]() ![]() Group: Members Posts: 239 Joined: 10-February 04 Member No.: 6,068 ![]() |
There are no real export options. You simply select a character sheet style to use to print your character. The Save as HTML button saves the selected sheet as HTML so you can generate it now and print it later, and Save as XML is only useful to someone who wants to see the generated XML so they can write their own XSL character sheets. They're all outputting your character in various character sheet formats, so this was the logical place to put 'em all. For the text one, saving as HTML doesn't produce very good output, as it has HTML tags in the text. You can copy-paste the text from the print-out window of the Text one and get a good text file. |
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#2209
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Target ![]() Group: Members Posts: 82 Joined: 4-July 11 From: The Hive Metaplan Member No.: 32,709 ![]() |
hello,
i can't find shuriken or throwing knife in the gear/throwing weapons. i found boomerang and nets only. another problem : when i add YNT softwave on clothing, the YNT cost 1.1 the clothing price. I don't read the YNT avail / price in the same way. I was understanding the item price with YNT will be 1.1* the normal item price. "All armor types are available as SoftWeave armor, which modifies the cost and Availability of the base armor". |
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#2210
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Target ![]() Group: Members Posts: 7 Joined: 19-September 11 Member No.: 38,331 ![]() |
Yeah, I completely forgot about things that can modify Swim speed and is something I'll have to put in. Swim speed really didn't exist before the most recent update; it was just a string that it saw in a character's Movement info and slapped it on the screen. In addition to 'Cyberfins' (Swim Speed x 1.5, Augmentation, pg 39) and 'Functional tail--Paddle Tail' (Swim Speed x 1.5, Runner's Companion, pg 113) , there is also 'Power Swimming' (Swim Speed x 2, Digital Grimoire, pg 18). I presume they'd stack also. I'd also love to see support for a custom quality/gear/cyberware/adept power/etc to add Flight as a movement rate (a flight pack, wings, etc) and set the rate as well the ability to add a multiplier to existing flight rate (such as a flight booster of some kind). Would allow for some interesting custom options. In any case, thanks for all your hard work--I love this program you've created. It's really helping me out a lot =) |
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#2211
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Target ![]() Group: Members Posts: 7 Joined: 19-September 11 Member No.: 38,331 ![]() |
I just noticed something. I don't have the 'Essence loss only reduces MAG/RES maximum' option turned on, but when I make an Adept and add cyberware that reduces the character's Essence (and thereby reduces their Magic attribute value), the Adept's Power Points don't decrease unless the loss reduces their maximum below their current Magic attribute score. Shouldn't the Power Points equal the actual Magic attribute value unless the 'Essence loss only reduces MAG/RES maximum' option is turned on?
Example, make a new Human character with the Adept Positive Quality and a Magic attribute value of 5. They have 5 Power Points at this point. Add a Bodyware/Balance Tail. Their Essence value drops to 5.5, but their Power Points remain at 5. Now add Bodyware/Bonelacing (Aluminium). Their Essence value drops to 4.5 and the Power Points drop down to 4. Edit: Actually, it forces my Magic attribute value down to 4 also. Is the 'Essence loss only reduces MAG/RES maximum' option always turned on even when it's not checked? |
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#2212
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Target ![]() Group: Members Posts: 7 Joined: 19-September 11 Member No.: 38,331 ![]() |
Question: How would I 'plug-in' my selected Commlink into my internal cyberware Commlink? The book says the internal cyberware Commlink's cost is 2,000 + the cost of the selected brand/model of Commlink choosen. I don't see how I 'choose' it. I don't have any trouble adding my eyeware plug-ins--I just don't see a way to do it with my headware/commlink. Thanks!
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#2213
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Question: How would I 'plug-in' my selected Commlink into my internal cyberware Commlink? The book says the internal cyberware Commlink's cost is 2,000 + the cost of the selected brand/model of Commlink choosen. I don't see how I 'choose' it. I don't have any trouble adding my eyeware plug-ins--I just don't see a way to do it with my headware/commlink. Thanks! The Commlink just needs to be added to the character through the Gear section normally. The base 2,000 cost is already factored into the Headware Commlink Cyberware. |
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#2214
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
hello, i can't find shuriken or throwing knife in the gear/throwing weapons. i found boomerang and nets only. another problem : when i add YNT softwave on clothing, the YNT cost 1.1 the clothing price. I don't read the YNT avail / price in the same way. I was understanding the item price with YNT will be 1.1* the normal item price. "All armor types are available as SoftWeave armor, which modifies the cost and Availability of the base armor". You're right. I entered the cost as Armor Cost * 1.1 when it should have been entered as Armor Cost * 0.1. I've updated the Armor data file to correct this and include the ensemble items from KarmaInferno. |
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#2215
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
The NPC save files have been updated to include their missing Movement information so they no longer throw errors when trying to load them with the current build of Chummer. The next update will also fix this issue - if a character is completely missing their Movement info, it will pull the correct value from the Metatype/Critters data file, apply it to the character, save the updated file, and continue as normal.
Download Updated NPC Save Files |
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#2216
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Moving Target ![]() ![]() Group: Members Posts: 196 Joined: 23-August 11 Member No.: 36,571 ![]() |
Could you add a blank item, cost nothing, that accept any item as gear, to organise gear list ?
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#2217
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Moving Target ![]() ![]() Group: Members Posts: 239 Joined: 10-February 04 Member No.: 6,068 ![]() |
Could you add a blank item, cost nothing, that accept any item as gear, to organise gear list ? Agreed, some way to sort the equipment list would be nice. Also, maybe add a "Location" or something to the equipment, so you can specify what you are carrying on your person, what is in your car, what is in your Seattle flat, what is in your Redmond hidey-hole apartment, etc. |
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#2218
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 ![]() |
Agreed, some way to sort the equipment list would be nice. Also, maybe add a "Location" or something to the equipment, so you can specify what you are carrying on your person, what is in your car, what is in your Seattle flat, what is in your Redmond hidey-hole apartment, etc. What's in your car is the easy one, purchase it on the vehicle tab with it being linked to the vehicle in question. The only problem with this is that it's not possible to move items from one tab to another. I was thinking what would be good for this is a list item that allows you to type in some text, and have the text displayed. Then you could have items linked to this list, or just below it. either way would work. |
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#2219
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Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 ![]() |
Cannot help chiming in to vote the feature up as well. Organizing gear would rock.
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#2220
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
I just noticed something. I don't have the 'Essence loss only reduces MAG/RES maximum' option turned on, but when I make an Adept and add cyberware that reduces the character's Essence (and thereby reduces their Magic attribute value), the Adept's Power Points don't decrease unless the loss reduces their maximum below their current Magic attribute score. Shouldn't the Power Points equal the actual Magic attribute value unless the 'Essence loss only reduces MAG/RES maximum' option is turned on? Example, make a new Human character with the Adept Positive Quality and a Magic attribute value of 5. They have 5 Power Points at this point. Add a Bodyware/Balance Tail. Their Essence value drops to 5.5, but their Power Points remain at 5. Now add Bodyware/Bonelacing (Aluminium). Their Essence value drops to 4.5 and the Power Points drop down to 4. Edit: Actually, it forces my Magic attribute value down to 4 also. Is the 'Essence loss only reduces MAG/RES maximum' option always turned on even when it's not checked? This is working as intended. In Create Mode, it always assumes that the MAG score you have set is the final number you want, so if you start with MAG 4 and add a piece of 'ware to reduce your ESS, MAG maximum goes down to 5 but it leaves your current MAG at 4. It does deduct the 10 BP for effectively "buying back" your 4th point of MAG though (being reduced to 3, then spending 10 BP to get back to 4). The only time it forces your current MAG down is when the MAG maximum goes below your current MAG value (such as going from a maximum of 4 to 3, in which case MAG is forced down to 3). As an example, a new character with Adept and MAG 4 will have spent 35 BP. When they add a piece of Cyberware to bring their ESS to 5.8, their MAG stays at 4, but their BP spent increases to 45 to reflect their effectively going down to MAG 3 and buying back up to MAG 4. When the optional rule is turned on, you do not lose the extra 10 BP for "buying back" the point of MAG since only the maximum value is decreased. |
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#2221
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
hello, i have this problem with custom cybersuit. 1) creating a new character 2) adding cyberware (5 cyberlimbs) 3) creating a custom cybersuit 4) creating a new character and adding the custom cybersuit result in this : [ Spoiler ] adding a "normal" cybersuit woks fine. I can't seem to reproduce this with the current build. Are you still having this problem? If so, could you email me your custom Cyberware file (nebular@shaw.ca) so I can see what is causing the problem? |
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#2222
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Target ![]() Group: Members Posts: 7 Joined: 19-September 11 Member No.: 38,331 ![]() |
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#2223
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Build 207
Allow Cyberware Essence costs to be discounted House Rule When enabled, an Additional Discount field appears next to Essence Cost in the Select Cyberware window. This percentage is in addition to any Essence cost discounts from Grade and other Improvements. Remember that all discounts are cumulative. For example, if a Discount of 10% is selected along with the Alphaware Grade, the total Essence cost discount will be 30%: 20% from Alphaware and 10% from the selected Discount amount. Modified Strings
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#2224
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Running Target ![]() ![]() ![]() Group: Dumpshocked Posts: 1,003 Joined: 3-May 11 From: Brisbane Australia Member No.: 29,391 ![]() |
What about discounts for vehicles/gear?
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#2225
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
What about discounts for vehicles/gear? Vehicles already have it under Used Vehicles. Gear has it, but currently only in Career Mode (to reflect different stores having different markups in play since store markup doesn't apply when you're creating your character). The discount mentioned the notes applies to the Essence cost of Cyberware/Bioware only as a house rule. |
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Lo-Fi Version | Time is now: 10th March 2025 - 08:21 PM |
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