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Nebular
post Oct 8 2011, 02:16 PM
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QUOTE (Stalag @ Oct 8 2011, 01:10 AM) *
The pull down selections are cool but a collapsible tree view would be prettier. I don't know how hard a tree would be given each tree element would also have a pull-down (specialization).. being free and what not I'm wary of asking for too much (IMG:style_emoticons/default/nyahnyah.gif)

Unfortunately a tree is a large step backwards as all they do is display text. The idea is to have as much Skill information visible as possible so you can see how things are with a quick glance. With a tree, you'd need to select each Skill individually to see what their Rating and total Rating are at, increase them, and change their Specialization. I think I'm going to leave them how they are in the screenshot.
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Nebular
post Oct 8 2011, 02:18 PM
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QUOTE (Aloysius @ Oct 8 2011, 01:33 AM) *
I still have two problems with Power Foci

1. I don't it adding to dice pools

2. If I add a Weapon Focus and a Power Focus, then bind the weapon focus, when I go to bind the power focus, it throws this error, but only if the weapon focus is bound first:

Yes, the Power Foci affecting the dice pools was not addressed in any of the recent updates as it appeared in the Outstanding Items section for the last set of notes I put up. It's not a simple fix as there is currently no way of saying a bonus only applies of a Focus has been bound to the character. This one is going to take some time.

Edit: #2 will be fixed in the next update. It should have been fixed in the previous corrections I made to total Focus Force, but I apparently missed changing things in one place and you found it. (IMG:style_emoticons/default/smile.gif)
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Stalag
post Oct 8 2011, 03:32 PM
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QUOTE (Nebular @ Oct 8 2011, 09:16 AM) *
all they do is display text

That's what I thought - the pull-down is awesome, thanks (IMG:style_emoticons/default/smile.gif)
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Nebular
post Oct 8 2011, 05:08 PM
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QUOTE (Jazz @ Oct 8 2011, 07:33 AM) *
gears.xml :
* all special arrows should be +5Y. All special bolt should be +5Y. (AR p.19)
These are tips, not arrows or bolt.

* Miss payload tip arrows and bolts:
Payload tip
Contains a chemical (to be purchased seperataly) which is spread upon impact. Use rules for splash grenades (Arsenal) but with a radius of 5m.

Payload tip, (-2)S, +2 AP, Avail 8R, 65Y

(65Y + 5 if made an arrow or a bolt)

I'm going to move Arrowheads into their own Category so that they will be treated as plugins for Arrow and Bolts. Mortar, Heavy Mortar, and Rocket/Missile Heads will be doing the same. What sourcebook are Payload Tips from?
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ChatNoir
post Oct 8 2011, 07:20 PM
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I've got an error when I try to remove a trauma patch from my inventory (stupid idea to save a competitor's life ^^). I've the error for all kind of item, not that one specifically. (the character is in career mode)

[ Spoiler ]
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Aloysius
post Oct 8 2011, 07:39 PM
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QUOTE (Nebular @ Oct 8 2011, 02:18 PM) *
Yes, the Power Foci affecting the dice pools was not addressed in any of the recent updates as it appeared in the Outstanding Items section for the last set of notes I put up. It's not a simple fix as there is currently no way of saying a bonus only applies of a Focus has been bound to the character. This one is going to take some time.

Edit: #2 will be fixed in the next update. It should have been fixed in the previous corrections I made to total Focus Force, but I apparently missed changing things in one place and you found it. (IMG:style_emoticons/default/smile.gif)


Sorry, I thought you had added it for power foci. It's hard to keep up with this thread, which speaks to your success. Great work.
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Nebular
post Oct 8 2011, 08:14 PM
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QUOTE (ChatNoir @ Oct 8 2011, 02:20 PM) *
I've got an error when I try to remove a trauma patch from my inventory (stupid idea to save a competitor's life ^^). I've the error for all kind of item, not that one specifically. (the character is in career mode)

I can't seem to reproduce this one with a new character. Could you email me your save file (nebular@shaw.ca) and I'll try to see where exactly the problem is.
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Jazz
post Oct 8 2011, 10:24 PM
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QUOTE (Nebular @ Oct 8 2011, 05:08 PM) *
I'm going to move Arrowheads into their own Category so that they will be treated as plugins for Arrow and Bolts. Mortar, Heavy Mortar, and Rocket/Missile Heads will be doing the same. What sourcebook are Payload Tips from?

Arsenal german ed. (ARG) p19.

You can spot all the new things in it there : http://pdfcast.org/pdf/germanstuff

If I were you, to limit micromanaging, I would only put +5Y on arrows, or made them arrows+tip pluggin at buying because having to buy arrows and putting tips one by one will take forever ! (IMG:style_emoticons/default/smile.gif)

Will you change cyberware.xml ?

- one of my player would love that the dicepool you have per weapon to be repeated next to the FIRE! button. I will also try to put (if I've got the place to), the malus for the range in the range name.
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deurk
post Oct 9 2011, 09:05 AM
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on the "Build Point Summary", enemies are counted both in the Negatives Qualities and Enemies lines.
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Nebular
post Oct 9 2011, 03:12 PM
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QUOTE (deurk @ Oct 9 2011, 04:05 AM) *
on the "Build Point Summary", enemies are counted both in the Negatives Qualities and Enemies lines.

Yes, they should be since Enemy is actually a Negative Quality. I just added the Enemies summary item so you can see how much of the Negative Qualities BP are actually coming from Enemies.
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Nebular
post Oct 9 2011, 03:16 PM
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QUOTE (Jazz @ Oct 8 2011, 05:24 PM) *
Arsenal german ed. (ARG) p19.

You can spot all the new things in it there : http://pdfcast.org/pdf/germanstuff

If I were you, to limit micromanaging, I would only put +5Y on arrows, or made them arrows+tip pluggin at buying because having to buy arrows and putting tips one by one will take forever ! (IMG:style_emoticons/default/smile.gif)

Will you change cyberware.xml ?

- one of my player would love that the dicepool you have per weapon to be repeated next to the FIRE! button. I will also try to put (if I've got the place to), the malus for the range in the range name.

What needs to change in cyberware.xml?

Also, why would arrows only have +5Y? Their cost is supposed to be Rating * 5 since they have a Rating like Bows. When you attach an arrowhead, it affects all arrows in the stack. Attachments always affect the whole stack and affect the overall cost appropriately.

Good idea with putting the dice pool next to Fire. I'll add it to the list.
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KeyMasterOfGozer
post Oct 9 2011, 04:15 PM
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Since you guys are talking ammo...

Ammo effects AP and damage usually. I would like to add ammo into the "Weapons" section (on the character sheet) so I can list the ammo the character has and how it effects AP and damage.

I was also thinking of making a comprehensive block of all the possible attacks a character has and the damages and info like that as well as a defensive block. Currently, the ammo effects on AP and damage are not available in chummer, and therefore not available for me to use on the XSLT.

What I'm saying, Nebular, is that I think we can squeeze a few extra hours out of you this week, so get crackin'! (IMG:style_emoticons/default/smile.gif)
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deurk
post Oct 9 2011, 04:28 PM
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QUOTE (KeyMasterOfGozer @ Oct 9 2011, 04:15 PM) *
Ammo effects AP and damage usually. I would like to add ammo into the "Weapons" section (on the character sheet) so I can list the ammo the character has and how it effects AP and damage.

Would be nice indeed.
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ChatNoir
post Oct 9 2011, 04:38 PM
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QUOTE (ChatNoir @ Oct 8 2011, 09:20 PM) *
I've got an error when I try to remove a trauma patch from my inventory (stupid idea to save a competitor's life ^^). I've the error for all kind of item, not that one specifically. (the character is in career mode)

[ Spoiler ]


I'm back on my error (I've sent you the file BTW Nebular). I think I've found one of the reasons.
I can delete objects (with the 'minus' button) if they are just in the 'Selected Gear' Location (default one). But I have the error if they are in another Location. So the workaround is moving the object to the 'Selected Gear' location, reduce the stack and then move the item back. It works for now but it's not perfect. On a related topic, there is a 'Minus' button, it's almost working (see above), there's also a 'Plus' button but it's greyed and non fonctionnal. It would be nice to have it working. Specially since items are not merging when resupplying stuff.
(not sure I'm really clear, rough night (IMG:style_emoticons/default/biggrin.gif) )
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Jazz
post Oct 9 2011, 05:14 PM
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QUOTE (Nebular @ Oct 9 2011, 03:16 PM) *
What needs to change in cyberware.xml?

This post :
http://forums.dumpshock.com/index.php?s=&a...t&p=1113252

I'm (trying to) do the same mod / not mod depandencies study on gear but since i've got a new job starting tomorow, I will be doing that very slowly.
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Stalag
post Oct 9 2011, 07:43 PM
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This might be a complicated one...

When I select a Surge level it charges me for the cost of the Surge and gives back the cost of the Surge at the same time (so the net Karma change is zero). Any Surge power I take after that costs it's normal BP price. That's not how Surge is supposed to work. Class III Surge should require the character take a minimum of 30BP/60Karma of positive and 15BP/30Karma of negative Metagenetic qualities which don't impact the characters overall BP/Karma pool.

I think the best way to handle it would be like Cyberware - instead of trying to calculate the cost from the main pool have the Metagenetic qualities gained from Surging act as "mods" to the Surge quality with the quality minimums and costs acting as capacity. This way the cost of the Surge itself is taken from the BP/Karma pool but the cost of the qualities gained is kept separate.

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Kirk
post Oct 9 2011, 10:16 PM
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QUOTE (Stalag @ Oct 9 2011, 03:43 PM) *
This might be a complicated one...

When I select a Surge level it charges me for the cost of the Surge and gives back the cost of the Surge at the same time (so the net Karma change is zero). Any Surge power I take after that costs it's normal BP price. That's not how Surge is supposed to work. Class III Surge should require the character take a minimum of 30BP/60Karma of positive and 15BP/30Karma of negative Metagenetic qualities which don't impact the characters overall BP/Karma pool.

I think the best way to handle it would be like Cyberware - instead of trying to calculate the cost from the main pool have the Metagenetic qualities gained from Surging act as "mods" to the Surge quality with the quality minimums and costs acting as capacity. This way the cost of the Surge itself is taken from the BP/Karma pool but the cost of the qualities gained is kept separate.

Stalag,

I'm confused. Because when I take a human with class III surge, 30 points of positive and 15 points of negative metagenics, I end up with 385 BP remaining. Even better the right hand build point summary shows me with 15 BP spent.

[edited to clarify. It shows 15 positives and zero (0) negatives in the build point summary.)

Now, halfway through spending it shows the imbalance you mention but when done, it's not there.
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Nebular
post Oct 9 2011, 10:56 PM
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QUOTE (Stalag @ Oct 9 2011, 02:43 PM) *
This might be a complicated one...

When I select a Surge level it charges me for the cost of the Surge and gives back the cost of the Surge at the same time (so the net Karma change is zero). Any Surge power I take after that costs it's normal BP price. That's not how Surge is supposed to work. Class III Surge should require the character take a minimum of 30BP/60Karma of positive and 15BP/30Karma of negative Metagenetic qualities which don't impact the characters overall BP/Karma pool.

I think the best way to handle it would be like Cyberware - instead of trying to calculate the cost from the main pool have the Metagenetic qualities gained from Surging act as "mods" to the Surge quality with the quality minimums and costs acting as capacity. This way the cost of the Surge itself is taken from the BP/Karma pool but the cost of the qualities gained is kept separate.

This is pretty much how it has to work because of how Qualities work in general. When you take the SURGE Quality, the BP totals are offset to make up for the "free" Qualities you would otherwise receive.
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Nebular
post Oct 9 2011, 10:59 PM
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QUOTE (KeyMasterOfGozer @ Oct 9 2011, 11:15 AM) *
Since you guys are talking ammo...

Ammo effects AP and damage usually. I would like to add ammo into the "Weapons" section (on the character sheet) so I can list the ammo the character has and how it effects AP and damage.

I was also thinking of making a comprehensive block of all the possible attacks a character has and the damages and info like that as well as a defensive block. Currently, the ammo effects on AP and damage are not available in chummer, and therefore not available for me to use on the XSLT.

What I'm saying, Nebular, is that I think we can squeeze a few extra hours out of you this week, so get crackin'! (IMG:style_emoticons/default/smile.gif)

Ammo needs to stay as it is because of their complexity and similarity to Gear. In Career Mode, Ammo modifies the Weapon it is loaded in. So if a Weapon is 5P and you load in Ammo that increases its DV by +2, the Weapon will display its DV as 7P.
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Nebular
post Oct 9 2011, 11:01 PM
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QUOTE (Jazz @ Oct 9 2011, 12:14 PM) *
This post :
http://forums.dumpshock.com/index.php?s=&a...t&p=1113252

I'm (trying to) do the same mod / not mod depandencies study on gear but since i've got a new job starting tomorow, I will be doing that very slowly.

Right now I have no plans on including dependencies for Cyberware, partially because they can also be loaded into Vehicle Mods (specifically the Mechanical Arm) and that a lot of that stuff can be installed in the body without any other components, meaning that dependencies are pretty much a throw away thing.
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KeyMasterOfGozer
post Oct 10 2011, 12:25 AM
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QUOTE (Nebular @ Oct 9 2011, 05:59 PM) *
Ammo needs to stay as it is because of their complexity and similarity to Gear. In Career Mode, Ammo modifies the Weapon it is loaded in. So if a Weapon is 5P and you load in Ammo that increases its DV by +2, the Weapon will display its DV as 7P.
The problem with the "load" option is that it can only show one type of ammo. At least for my chars, I usually carry at least one type for stun and one type for kill, and swap clips depending on the circumstances. Even if there were only and extra attribute in the XML for AP and damage modification, then I could show that in the XSLT. I'm not advocating moving the ammo out of the gear, only adding some info so that we can place the info on the printout.
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Nebular
post Oct 10 2011, 12:30 AM
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QUOTE (KeyMasterOfGozer @ Oct 9 2011, 07:25 PM) *
The problem with the "load" option is that it can only show one type of ammo. At least for my chars, I usually carry at least one type for stun and one type for kill, and swap clips depending on the circumstances. Even if there were only and extra attribute in the XML for AP and damage modification, then I could show that in the XSLT. I'm not advocating moving the ammo out of the gear, only adding some info so that we can place the info on the printout.

I'll add this to the list then and see what I can do. (IMG:style_emoticons/default/smile.gif)
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Nebular
post Oct 10 2011, 12:30 AM
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Build 219
  • added <categories /> to skills.xml
  • Knowledge Skill Categories now populate from the Category list
  • Active Skills can now be filtered in Create Mode
  • added the ability to filter Active Skills based on their Category
  • clicking Add & More in the Select Cyberware window when adding Cyberware to a Vehicle Mod now properly opens the Select Cyberware window again
  • added support for forcing Qualities to be added through other Qualities
  • fixed an issue where binding Foci in a particular order would throw and error
  • fixed an issue where reducing a Gear's quantity when it belongs to the non-default container would occasionally throw an error
  • moved Arrowheads to their own Category which can now be attached to standard Arrows and Bolts
  • added Payload Tip from Arsenal (German) to Arrowheads
  • moved Mortar Heads to their own Category which can now be attached to Mortars
  • moved Heavy Mortar Heads to their own Category which can now be attached to Heavy Mortars
  • moved Missile & Rocket Heads to their own Category which can now be attached to Missiles and Rockets
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Stalag
post Oct 10 2011, 03:17 AM
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QUOTE (Nebular @ Oct 9 2011, 06:56 PM) *
This is pretty much how it has to work because of how Qualities work in general. When you take the SURGE Quality, the BP totals are offset to make up for the "free" Qualities you would otherwise receive.

Hmm - okay I think I see now.
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deurk
post Oct 10 2011, 08:19 AM
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When deleting a location, items are correctly moved back to "Selected Gear" location, but can't be expanded anymore if they have any plugins (ie little + icon does not appear unless you save and reopen the file).
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