My Assistant
![]() ![]() |
Oct 10 2011, 09:37 PM
Post
#2401
|
|
|
Moving Target ![]() ![]() Group: Members Posts: 196 Joined: 23-August 11 Member No.: 36,571 |
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. Anyway, there you've got them sorted. You could do the same thing as "Show me only the qualities I can have" with a "Show me only the cyberware I can install" checkbox. Today you can mount an arm on cybereyes, sort of. (IMG:style_emoticons/default/biggrin.gif) I'll be doing the same sorting for gear but very very slow (I know only a few about the tech of my new job (IMG:style_emoticons/default/wink.gif) ) |
|
|
|
Oct 10 2011, 11:33 PM
Post
#2402
|
|
|
Target ![]() Group: Members Posts: 17 Joined: 20-June 11 From: Seattle, WA Member No.: 31,801 |
Greetings! I tripped across a potentially significant creation error (to magic/resonance users).
SR4 (Anniversary) p. 68 - Essence Rating "Characters with Magic or Resonance attributes are subject to penalties if they have an Essence lower than 6. For each point or partial point of Essence below 6, the character loses 1 full point from her Magic or Resonance and the maximum for that attribute is reduced by 1." No matter what combination I try (lots or little cyber/bioware paired with Adept, Magician, Mystic Adept, or Technomancer), my characters' essence losses don't appear to hamper their Magic or Resonance attribute. I wasn't certain if this was something that was glitching, not yet complete, or impossible to code. P.S. Alcohol (Knowledge Skill) only has one 'H', not two. (IMG:style_emoticons/default/nyahnyah.gif) |
|
|
|
Oct 11 2011, 12:43 AM
Post
#2403
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Greetings! I tripped across a potentially significant creation error (to magic/resonance users). SR4 (Anniversary) p. 68 - Essence Rating "Characters with Magic or Resonance attributes are subject to penalties if they have an Essence lower than 6. For each point or partial point of Essence below 6, the character loses 1 full point from her Magic or Resonance and the maximum for that attribute is reduced by 1." No matter what combination I try (lots or little cyber/bioware paired with Adept, Magician, Mystic Adept, or Technomancer), my characters' essence losses don't appear to hamper their Magic or Resonance attribute. I wasn't certain if this was something that was glitching, not yet complete, or impossible to code. P.S. Alcohol (Knowledge Skill) only has one 'H', not two. (IMG:style_emoticons/default/nyahnyah.gif) 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. I've updated the Skills file to correct the spelling mistake. |
|
|
|
Oct 11 2011, 02:57 AM
Post
#2404
|
|
|
Target ![]() Group: Members Posts: 13 Joined: 2-October 11 Member No.: 39,588 |
One bug report and one suggestion this time!
Bug: Commlinks are not saved with their locations nor are they loaded in the correct location if you edit the saved Chummer character file. Suggestion: Can you leave settings/default.xml out of future distributions of Chummer? This will prevent overwriting the file when you install a new build, and including it in the distribution is a bit moot since Chummer re-creates it if it's missing. |
|
|
|
Oct 11 2011, 06:33 AM
Post
#2405
|
|
|
Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
Nebular,
Do you have any way to allow the tooltip on greyed items from the skills page. Grouped skills are greyed out when points are spend on the group and does not allow to see the tooltip of the pool calculus. Thanks (IMG:style_emoticons/default/wink.gif) |
|
|
|
Oct 11 2011, 10:10 AM
Post
#2406
|
|
|
Target ![]() Group: Members Posts: 31 Joined: 20-July 11 Member No.: 33,726 |
I like and use your generator a lot - thanks.
Without having read through all suggestions here is one I stumbled upon recently quite often (perhaps I'm just too stupid to find the correct function): Would it be possible to implement an edit function for IDs/Lifestyles. At the moment I'd have to delete the current Lifestyle to increase or decrease one of the aspects (e.g. necesseties from low to middle). -> I just tried it to make sure I didn't miss the function and found an error. I created a test character with a "test" lifestyle and when I tried to click on that I got the following error: "Unhandled exception has occurred in your application. [...] Object reference not set to an instance of an object" QUOTE 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.RefreshSelectedLifestyle() at Chummer.frmCreate.treLifestyles_AfterSelect(Object sender, TreeViewEventArgs e) at System.Windows.Forms.TreeView.OnAfterSelect(TreeViewEventArgs e) at System.Windows.Forms.TreeView.TvnSelected(NMTREEVIEW* nmtv) at System.Windows.Forms.TreeView.WmNotify(Message& m) 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: 4.0.30319.235 (RTMGDR.030319-2300) CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll ---------------------------------------- Chummer Assembly Version: 0.0.0.213 Win32 Version: 0.0.0.213 CodeBase: file:///G:/Dokumente,%20PDF/Rollenspiel/Shadowrun/Charakterb%F6gen%20und%20Generatoren/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 ---------------------------------------- ************** 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. Perhaps this is of some use to you. This was in a file that didn't contain anything but the lifestyle. Also I didn't have that bug with my normal characters. |
|
|
|
Oct 11 2011, 10:58 AM
Post
#2407
|
|
|
Target ![]() Group: Members Posts: 82 Joined: 4-July 11 From: The Hive Metaplan Member No.: 32,709 |
hello,
i have some problems with the Full Body Armor (SR4 326) Chummer give it a capacity of 8 i think it should be 15. (armor 10/8 and capacity rule AR44) The Helmet come with a 7 capacity ( should be 6 ? ) Also the Ruthenium polymer coating should take [1], not [0] (AR44 : "Unrated armor modifications (for example, the gel pack modification) take up 1 point.") |
|
|
|
Oct 11 2011, 11:39 AM
Post
#2408
|
|
|
Target ![]() Group: Dumpshocked Posts: 27 Joined: 17-May 11 Member No.: 30,100 |
Found bugs in PACKS
The following Gear Kits cause an Exception: Hacker Pack Matrix Basics Matrix Power User Hope this helps. |
|
|
|
Oct 11 2011, 12:00 PM
Post
#2409
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
hello, i have some problems with the Full Body Armor (SR4 326) Chummer give it a capacity of 8 i think it should be 15. (armor 10/8 and capacity rule AR44) The Helmet come with a 7 capacity ( should be 6 ? ) Also the Ruthenium polymer coating should take [1], not [0] (AR44 : "Unrated armor modifications (for example, the gel pack modification) take up 1 point.") Page 44 quite clearly states, right below the black bar for Armor Suite Capacity, that Full Body Armor has a Capacity of 8 while its Helmet has a Capacity of 7. I've updated the Armor file to correct the Capacity for the Transparent and standard versions of Ruthenium Polymer Coating. |
|
|
|
Oct 11 2011, 01:51 PM
Post
#2410
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
|
|
|
|
Oct 11 2011, 01:58 PM
Post
#2411
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Nebular, Do you have any way to allow the tooltip on greyed items from the skills page. Grouped skills are greyed out when points are spend on the group and does not allow to see the tooltip of the pool calculus. Thanks (IMG:style_emoticons/default/wink.gif) Yeah, I was noticing this the other day as well and thought it was a little weird. It also acts a little differently when you load a character in Career Mode. I'll add this to my list. |
|
|
|
Oct 11 2011, 02:07 PM
Post
#2412
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
I like and use your generator a lot - thanks. Without having read through all suggestions here is one I stumbled upon recently quite often (perhaps I'm just too stupid to find the correct function): Would it be possible to implement an edit function for IDs/Lifestyles. At the moment I'd have to delete the current Lifestyle to increase or decrease one of the aspects (e.g. necesseties from low to middle). -> I just tried it to make sure I didn't miss the function and found an error. I created a test character with a "test" lifestyle and when I tried to click on that I got the following error: "Unhandled exception has occurred in your application. [...] Object reference not set to an instance of an object" Perhaps this is of some use to you. This was in a file that didn't contain anything but the lifestyle. Also I didn't have that bug with my normal characters. I'll take a look at adding support for editing Advanced Lifestyles. Not sure why I hadn't thought of it before since the conditions for an Advanced Lifestyle could change (neighbourhood gets rougher, neighbours change, etc.). For now at least, you'll need to remove and re-add an ID if you want to change the name/text you attached to it. I'll see if adding support for changing these values is doable. |
|
|
|
Oct 11 2011, 02:08 PM
Post
#2413
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
One bug report and one suggestion this time! Bug: Commlinks are not saved with their locations nor are they loaded in the correct location if you edit the saved Chummer character file. Suggestion: Can you leave settings/default.xml out of future distributions of Chummer? This will prevent overwriting the file when you install a new build, and including it in the distribution is a bit moot since Chummer re-creates it if it's missing. I'll look into the Commlink/Location thing. Not sure why I'm still including the default settings file in the zip since it's rebuilt if missing. I'll remove it from future updates (though you don't have to download the zip each time there's an update). |
|
|
|
Oct 11 2011, 02:45 PM
Post
#2414
|
|
|
Target ![]() Group: Members Posts: 82 Joined: 4-July 11 From: The Hive Metaplan Member No.: 32,709 |
Page 44 quite clearly states, right below the black bar for Armor Suite Capacity, that Full Body Armor has a Capacity of 8 while its Helmet has a Capacity of 7. I have missed that point thank you (IMG:style_emoticons/default/smile.gif) |
|
|
|
Oct 11 2011, 10:42 PM
Post
#2415
|
|
|
Moving Target ![]() ![]() Group: Members Posts: 210 Joined: 4-August 11 From: Vicinity Houston Member No.: 34,911 |
I can put points in assensing without having magic?
Also an oddity. When you get positive quality "Astral Sight" you get one point of magic. Because of the way you have things linked this opens all the magic skills. Astral sight is only supposed to open Assensing and Astral Combat (SM 24). I see what's happening, I'm not sure you can do anything about it given the way things are linked, but I'm letting you know in case there is something you can do. |
|
|
|
Oct 12 2011, 02:30 AM
Post
#2416
|
|
|
Target ![]() Group: Members Posts: 13 Joined: 2-October 11 Member No.: 39,588 |
More Bugs:
Some Discussion points:
|
|
|
|
Oct 12 2011, 04:42 AM
Post
#2417
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Ceramic/Plasteel Components are not missing any tags. <modcostmultiplier> only affects the cost of Mods. The modify the cost of the whole Weapon which includes Mods and Accessories. It will not affect the Availability of installed components for now - plugins have no knowledge of other plugins. Some Discussion points:
None of those Weapons say they're made from Ceramic or Plasteel Components. Adding them would incorrectly modify the cost of every plugin you'd want to add. Since they do not explicitly state that they do not allow Mods or Accessories, the rules imply that they have access to all Mods and Accessories that their Weapon Categories allow. I'll have to update how Total Cost is handled. I originally read it as "modifications" being Mods and Accessories. |
|
|
|
Oct 12 2011, 04:44 AM
Post
#2418
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
I can put points in assensing without having magic? Also an oddity. When you get positive quality "Astral Sight" you get one point of magic. Because of the way you have things linked this opens all the magic skills. Astral sight is only supposed to open Assensing and Astral Combat (SM 24). I see what's happening, I'm not sure you can do anything about it given the way things are linked, but I'm letting you know in case there is something you can do. Yeah, this is a bit of a quirk with Skills. At the moment there are no requirements for them apart from having access to their linked Attribute. (IMG:style_emoticons/default/nyahnyah.gif) |
|
|
|
Oct 12 2011, 06:34 AM
Post
#2419
|
|
|
Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
Something has broken my character between the latest release (315) and the previous one (under which the character was created).
[ Spoiler ]
|
|
|
|
Oct 12 2011, 01:02 PM
Post
#2420
|
|
|
Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 5,051 Joined: 3-October 09 From: Kohle, Stahl und Bier Member No.: 17,709 |
One semi-bug: The "Character Sheet:" dropdown in the charsheet viewer lists every file in the /sheets folder, which is somewhat annoying when tinkering with a custom sheet. Although I must commend you on the fact that the program does not crash when trying to parse a .png file, but merely throws an exception (IMG:style_emoticons/default/wink.gif)
|
|
|
|
Oct 12 2011, 01:10 PM
Post
#2421
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
One semi-bug: The "Character Sheet:" dropdown in the charsheet viewer lists every file in the /sheets folder, which is somewhat annoying when tinkering with a custom sheet. Although I must commend you on the fact that the program does not crash when trying to parse a .png file, but merely throws an exception (IMG:style_emoticons/default/wink.gif) Oooh, you're putting stuff right in the sheets directory? It's just actively looking for things that don't end with .XSLT. Didn't expect there to be other files right in there (I usually separate image and stuff into an \images directory so I had never really thought of that). I'll update the Viewer window to only show files that end in .XSL then. Should be in the next update. (IMG:style_emoticons/default/biggrin.gif) |
|
|
|
Oct 12 2011, 01:12 PM
Post
#2422
|
|
|
Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
|
|
|
|
Oct 12 2011, 01:35 PM
Post
#2423
|
|
|
Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 5,051 Joined: 3-October 09 From: Kohle, Stahl und Bier Member No.: 17,709 |
Didn't expect there to be other files right in there Sounds familiar...how could I expect anyone to do that? (IMG:style_emoticons/default/wink.gif) |
|
|
|
Oct 12 2011, 01:49 PM
Post
#2424
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
|
|
|
|
Oct 12 2011, 02:01 PM
Post
#2425
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Sounds familiar...how could I expect anyone to do that? (IMG:style_emoticons/default/wink.gif) Also sounds like how I react to my players! "You're doing what?! Um, okay, why not!" (throw out written material and wing it) (IMG:style_emoticons/default/biggrin.gif) |
|
|
|
![]() ![]() |
|
Lo-Fi Version | Time is now: 13th April 2022 - 04:10 PM |
Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.