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> Chummer Character Generator
LonePaladin
post May 9 2011, 03:34 PM
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That's why you've got me here.

Edit: Just saw a couple things that need addressing, while trying to get my players' sheets entered.
  • Characters in Career Mode don't have a Print button anymore; you have to go into the File menu to get to it.
  • Fomori (troll variants) don't have the standard dermal armor, but are showing such in their numbers.
  • Lifestyles need an option to include roommates in the cost. Also, custom lifestyles from RC need inclusion.
  • Datasofts, mapsofts, and linguasofts should prompt for specification. (One of my runners has a high-rating mapsoft for Seattle, with a lower-rating one for the world in general; he also has high-rating datasofts with medical info and a general-knowledge type that I called "Encyclopedia Generica".)


This post has been edited by LonePaladin: May 9 2011, 05:56 PM
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Nebular
post May 9 2011, 11:06 PM
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Fixed stuff! I'll take a look at Custom Lifestyles and see if I can add them in. Figured I'll put this out since it fixes some things rather than holding it up with the Lifestyle bit. (IMG:style_emoticons/default/biggrin.gif)

Build 74
  • Adept Powers now save the correct Power Point cost in regions that use "," to separate decimal places
  • added an option to include Active Skills with a Rating of 0 on the character sheet (on by default)
  • Datasoft, Mapsoft, and Tutorsoft now ask for specific values
  • removed Fomori's Dermal Armor bonus
  • saving a character as Created no longer causes the Save and Print toolbar icons to disappear
  • Total Karma is now calculated and displayed on the character sheet
  • when buying items, they can now be marked as free which will add the item to the character without deducting from Nuyen
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Conspiracy X
post May 9 2011, 11:42 PM
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I was just looking at Exotic Ranged and Melee weapons. Under RAW they have no Specializations, but you are supposed to select the weapon as part of the skill. Also you can select it multiple times with a seperate skill each time. SR4A: 122.
It's the same for Pilot Exotic Vehicle.

Would this be to hard to implement?

Also is there a way to change a specialization or remove a specialization from a skill?

My players wish to pass on a big thanks to Neb for Chummer.
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redwulf25
post May 10 2011, 01:11 AM
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Adding any of the Adept Ways from the book "Way of the Adept" causes an unhandled exception error. Tried in both 400BP and 750 Karma mode, same results. Edit: And yes, I made sure to select Adept first.

CODE
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
   at Chummer.frmCreate.HandleQualityToggle(TreeView treQualities, TreeViewCancelEventArgs e, String strForceValue)
   at Chummer.frmCreate.trePositiveQualities_BeforeCheck(Object sender, TreeViewCancelEventArgs e)
   at System.Windows.Forms.TreeView.OnBeforeCheck(TreeViewCancelEventArgs e)
   at System.Windows.Forms.TreeView.TreeViewBeforeCheck(TreeNode node, TreeViewAction actionTaken)
   at System.Windows.Forms.TreeView.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: 4.0.30319.225 (RTMGDR.030319-2200)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Chummer
    Assembly Version: 0.0.0.74
    Win32 Version: 0.0.0.74
    CodeBase: file:///C:/Users/Martin/Desktop/Shadowrun/Chummer.exe
----------------------------------------
System.Windows.Forms
    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.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: 4.0.30319.1 built by: RTMRel
    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
----------------------------------------

************** 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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Argent
post May 10 2011, 02:39 AM
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Debugging:

1. When choosing Mystic Adept, your adept powers rating should be limited by the total magic attribute, not by the power points you have assigned. SR4 pg 195 example.

ie. If you have magic attribute of 4 and spend 1 magic point for a power point you can still get critical strike level 4 but can only cast up to force 3 spells before it becomes physical drain.
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Nebular
post May 10 2011, 03:10 AM
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QUOTE (redwulf25 @ May 9 2011, 08:11 PM) *
Adding any of the Adept Ways from the book "Way of the Adept" causes an unhandled exception error. Tried in both 400BP and 750 Karma mode, same results. Edit: And yes, I made sure to select Adept first.

Data file has been updated to correct this.
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Nebular
post May 10 2011, 03:19 AM
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QUOTE (Conspiracy X @ May 9 2011, 06:42 PM) *
I was just looking at Exotic Ranged and Melee weapons. Under RAW they have no Specializations, but you are supposed to select the weapon as part of the skill. Also you can select it multiple times with a seperate skill each time. SR4A: 122.
It's the same for Pilot Exotic Vehicle.

Would this be to hard to implement?

Uh... I don't know. I'll have to take a look. (IMG:style_emoticons/default/smile.gif)

QUOTE (Conspiracy X @ May 9 2011, 06:42 PM) *
Also is there a way to change a specialization or remove a specialization from a skill?

In Create Mode it's just a matter of going into the Specialization field and typing in your new value, or selecting it from the drop down list, or just pressing delete with everything highlighted to clear it. Once it's empty, it realises there's no Specialization and puts it back to normal.

In Career Mode, you need to click on the + button to the right of the Specialization. This will cost you 2 Karma and let you change it to the new value. If you set it to blank when changing it through Karma, it will remove the Specialization bonus but still eat up the 2 Karma.
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Nebular
post May 10 2011, 03:37 AM
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QUOTE (Argent @ May 9 2011, 09:39 PM) *
Debugging:

1. When choosing Mystic Adept, your adept powers rating should be limited by the total magic attribute, not by the power points you have assigned. SR4 pg 195 example.

ie. If you have magic attribute of 4 and spend 1 magic point for a power point you can still get critical strike level 4 but can only cast up to force 3 spells before it becomes physical drain.

This will be fixed in the next update.
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Conspiracy X
post May 10 2011, 03:47 AM
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The version I was running disabled the specialization dropdown when it lost focus.
I've updated it and the problems fixed.
Thank you.
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Wizard_Thoarin
post May 10 2011, 08:58 AM
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Small request for some additional character info: You've already got Character Name on the common tab, but can we add an Alias for their street name and also the Player's Name so its obvious who's character it is.

Also, it would be nice if we could specify the magical tradition a character follows (i.e. Hermetic or Shamanic) maybe put this on the spells/spirits tab. It would be nice if once the tradition is specified it listed the allowed spirits that can be summoned by the character. It would also be nice if it listed for the spells the drain resistant test to be made since Shamans and Hermetics use different Attribute combinations.
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Wizard_Thoarin
post May 10 2011, 09:09 AM
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Just noticed, the stats for the Ares Viper Slivergun look wrong... the AP should be +5 and not +2 that shows up on the character sheet for a character I just entered. the SR4a page number in the info is also wrong and should be page 318 for the table of Heavy Pistols... unless you are referencing the text for the gun which is on page 317.

Not sure, but my guess would be most people are more interested with the page number for the table with the weapon stats and from there they can scan forward or back a page or two for the description text.
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Nebular
post May 10 2011, 01:18 PM
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QUOTE (Wizard_Thoarin @ May 10 2011, 04:09 AM) *
Just noticed, the stats for the Ares Viper Slivergun look wrong... the AP should be +5 and not +2 that shows up on the character sheet for a character I just entered. the SR4a page number in the info is also wrong and should be page 318 for the table of Heavy Pistols... unless you are referencing the text for the gun which is on page 317.

Not sure, but my guess would be most people are more interested with the page number for the table with the weapon stats and from there they can scan forward or back a page or two for the description text.

The Slivergun's AP is correct from what I can see. The book lists its AP as +2, not +5, at least in the printing that I have.

The page numbers are intended to represent where you can find the description of the item, not the table, so that you can find the detailed information for something like Wired Reflexes without hunting it down. All of the table information is already presented in the application, so telling you where the description is seems more fitting. To keep everything consistent, all page numbers refer to the description page. I do not plan on mixing it so that some point to the table while others point to a description.

QUOTE (Wizard_Thoarin @ May 10 2011, 03:58 AM) *
Small request for some additional character info: You've already got Character Name on the common tab, but can we add an Alias for their street name and also the Player's Name so its obvious who's character it is.

Also, it would be nice if we could specify the magical tradition a character follows (i.e. Hermetic or Shamanic) maybe put this on the spells/spirits tab. It would be nice if once the tradition is specified it listed the allowed spirits that can be summoned by the character. It would also be nice if it listed for the spells the drain resistant test to be made since Shamans and Hermetics use different Attribute combinations.

Alias and player name are easy enough to drop in. Those should be in the next update. I'll also look into the Tradition and Spirit thing. This came up at my last game but it never clicked that I should do this. (IMG:style_emoticons/default/smile.gif)
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LonePaladin
post May 10 2011, 05:07 PM
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QUOTE (Wizard_Thoarin @ May 10 2011, 02:58 AM) *
Also, it would be nice if we could specify the magical tradition a character follows (i.e. Hermetic or Shamanic) maybe put this on the spells/spirits tab.

Be sure to allow for custom traditions. My wife's character went down this route, and if the program limited me to the traditions in the book it would totally bork her stats.
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Nebular
post May 10 2011, 05:37 PM
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QUOTE (LonePaladin @ May 10 2011, 12:07 PM) *
Be sure to allow for custom traditions. My wife's character went down this route, and if the program limited me to the traditions in the book it would totally bork her stats.

There will be a traditions.xml file which, like the rest, will allow custom_traditions.xml to have custom stuff. (IMG:style_emoticons/default/smile.gif) There won't be a huge impact with these. In place of the text box where you enter the name of the Spirit, there will instead be a drop down that you can type in, identical to the Skill Specialization one. Selecting a Tradition will simply pre-fill the options in the drop down and show you what your Drain Attributes are. You can select one of the Spirits from the pre-filled items, or type in a different one.
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ggodo
post May 10 2011, 06:10 PM
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Can I make one request? Can we have the option to ban SURGE? I don't want my power-gamer to get into it, but want to use the rest of Runner's Companion. I have no idea how to edit anything, but if that's something that customization can handle I'd like to know how.
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Nebular
post May 10 2011, 07:42 PM
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QUOTE (ggodo @ May 10 2011, 12:10 PM) *
Can I make one request? Can we have the option to ban SURGE? I don't want my power-gamer to get into it, but want to use the rest of Runner's Companion. I have no idea how to edit anything, but if that's something that customization can handle I'd like to know how.

Unfortunately this isn't somehting the custom data files can handle - they're only for adding custom content, and including content from a book is an all or nothing affair. This is one of those things where you'll have to tell the player that SURGE is off-limits. And if he tries to take any SURGE-related stuff, whomp 'em with a heavy book or other blunt object you have handy. (IMG:style_emoticons/default/biggrin.gif)
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ggodo
post May 10 2011, 08:31 PM
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Oh, I've been doing that. The real downside is that the SURGE stuff is confusing to the new players I've got this campaign. I have no idea how this program functions, I was just wondering if an off switch would be possible.
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Wizard_Thoarin
post May 10 2011, 08:44 PM
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QUOTE (Nebular @ May 10 2011, 06:18 AM) *
The Slivergun's AP is correct from what I can see. The book lists its AP as +2, not +5, at least in the printing that I have.


Out of curiosity, is there a corrected printing of the Shadowrun 20th Anniversary edition then? My SR4A book lists the Ares Viper Slivergun as 8P(f) damage, +5 AP, SA/BF, 30 shot clip, 5R availability, and 500 nuyen. From the table on page 318 of my book under Heavy Pistols.

Just looked at the SR4 errata version 1.8 for the non anniversary edition on the Catalyst Shadowrun sight... They have a correction for a lot of Flechette round guns from page 307 to 309 that correct the AP from +2 to +5. If your using the older book, just thought you should know. The Ares Viper Slivergun is listed in the errata as well as the Remington Roomsweeper... Pretty much all flechette round guns should have a +5 AP as far as I can tell.
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redwulf25
post May 10 2011, 10:22 PM
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QUOTE (ggodo @ May 10 2011, 01:10 PM) *
Can I make one request? Can we have the option to ban SURGE? I don't want my power-gamer to get into it, but want to use the rest of Runner's Companion. I have no idea how to edit anything, but if that's something that customization can handle I'd like to know how.


Edit: Never mind addressed.
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Nebular
post May 10 2011, 11:30 PM
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QUOTE (Wizard_Thoarin @ May 10 2011, 03:44 PM) *
Out of curiosity, is there a corrected printing of the Shadowrun 20th Anniversary edition then? My SR4A book lists the Ares Viper Slivergun as 8P(f) damage, +5 AP, SA/BF, 30 shot clip, 5R availability, and 500 nuyen. From the table on page 318 of my book under Heavy Pistols.

Just looked at the SR4 errata version 1.8 for the non anniversary edition on the Catalyst Shadowrun sight... They have a correction for a lot of Flechette round guns from page 307 to 309 that correct the AP from +2 to +5. If your using the older book, just thought you should know. The Ares Viper Slivergun is listed in the errata as well as the Remington Roomsweeper... Pretty much all flechette round guns should have a +5 AP as far as I can tell.

Actually, I took a look at my physical copy of the book and it indeed shows +5. My PDF copy shows it at +2. Really wish there was a printing date in these books so I knew which one is correct. I believe my PDF copy arrived LONG before the physical one did, so I'm going to work under the assumption that my PDF copy is out-of-date and that the physical book is correct. This will be corrected in the next update (which will be out very soon - like in the next 30 minutes or so soon).
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Nebular
post May 10 2011, 11:52 PM
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More goodies!

Build 75
  • Power Level for Mystic Adepts is now correctly tied to their total MAG Attribute and not just the MAG assigned to their Adept Powers
  • Search in the Select a Weapon window no longer lets you add Gear Weapons (such as Grenades) since these must be added through the Gear tab to work properly
  • added support for Advanced Lifestyles
  • added support for Magic Traditions
  • removed Exotic Active Skills from skills.xml
  • Exotic Skills are now added by clicking the Add Exotic Skill button on the Skills tab since multiple copies of the Skill can exist for a character
  • added fields to record Alias and Player Name on the Character Info tab
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Argent
post May 11 2011, 01:04 PM
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Debugging:

When essence is lost, magic attribute and magic attribute max is reduced. So I make an adept with bioware. His original magic attribute was 6 and I reduced his essence to 4.4 Currently the attribute display for magic is 4 for natural, which is correctly calculated but the max attribute remains at 1/6 (6). It should display 1/4 (4). So if he ever initiates twice it should display 1/6 (6). SR4A pg 68

Ok found another thing, when the magic is reduced for essence loss, it gives me back build points for each reduction of 1. So current attribute bp spent is 265, select synaptic boost 2 and the bp drops to 255, when selecting muscle tone 4 the bps drop to 245. My magic is now 4. So I delete all the bioware and the bps correctly calculate to 230 because the magic stays at 4. I manually bring it back to 6 and the bps are back at 265. Original attributes below. Maybe the augmented magic should be displayed in the augmented column so as to not effect the BP calculations. Example display. Magic 6 (4) 1/4 (4)

Bod 4
Agil 6
Rea 3
Str 4
Cha 3
Int 3
Log 5
Wil 3
Edg 1
Mag 6
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Argent
post May 11 2011, 01:04 PM
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Debugging:

When essence is lost, magic attribute and magic attribute max is reduced. So I make an adept with bioware. His original magic attribute was 6 and I reduced his essence to 4.4 Currently the attribute display for magic is 4 for natural, which is correctly calculated but the max attribute remains at 1/6 (6). It should display 1/4 (4). So if he ever initiates twice it should display 1/6 (6). SR4A pg 68

Ok found another thing, when the magic is reduced for essence loss, it gives me back build points for each reduction of 1. So current attribute bp spent is 265, select synaptic boost 2 and the bp drops to 255, when selecting muscle tone 4 the bps drop to 245. My magic is now 4. So I delete all the bioware and the bps correctly calculate to 230 because the magic stays at 4. I manually bring it back to 6 and the bps are back at 265. Original attributes below. Maybe the augmented magic should be displayed in the augmented column so as to not effect the BP calculations. Example display. Magic 6 (4) 1/4 (4)

Bod 4
Agil 6
Rea 3
Str 4
Cha 3
Int 3
Log 5
Wil 3
Edg 1
Mag 6
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Nebular
post May 11 2011, 03:13 PM
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I'll take a look at the Magic/Essence thing this weekend which is likely when I'll next have some time.

I've just gone through the Compiled Tables book that comes with the Runner's Toolkit and updated a bunch of stuff since the numbers in there are the closest we're probably getting to errata for much of anything. Only Gear, Weapons, Cyberware, Powers, Spells, and Vehicles were affected. Nothing too major on the Vehicles, Gear, and Spells side - just a few minor corrections to Availability, Speed, and DV. For Cyberware, the Larger Smuggling Compartment dropped from 100,000 Nuyen and 20R down to 2,000 Nuyen and 6. Added the first page of Blades I was missing from Arsenal, changed the AP of a number of weapons (for the record, the Slivergun is indeed AP +5 according to the revised table, so it is my old PDF that's wrong). Adept Power Improved Physical Attribute changed from .75/level to 1/level. The updated files are availble for grabb through Chummer's Update.
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Argent
post May 11 2011, 10:29 PM
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Debugging:

Whenever you add a mod to a weapon in the street gear tab by pressing the add & more button, a window always pops up that says "weapon mods can only be added to vehicle weapons" but it still adds the mod after you ok the window. If you just press the ok button then the warning/error window does not pop up.
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