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> Chummer Character Generator
Wizard_Thoarin
post May 11 2011, 11:55 PM
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How hard would it be to add the ranges in for Ranged Weapons on the character sheet? I've seen other character sheets add in the ranges so I don't think this little addition would violate any copyright, but then again I'm not a lawyer.
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Nebular
post May 12 2011, 01:26 AM
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I was actually thinking about the same thing earlier today! I'll take a look at having this in the next update. (IMG:style_emoticons/default/biggrin.gif)
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Argent
post May 12 2011, 01:37 AM
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Missing Weapon Accessories:

SR4A pg 322
Bipod - Under
Gas Vent 2 and 3 - Barrel
Gyro Stabilization - Under
Imaging Scope - Top
Laser Sight - Top/Under
Periscope - Top
Silencer - Barrel
Smart Firing Platform - Under
Smartgun System, External - Top/Under
Sound Suppresser - Barrel
Tripod - Under

Arsenal pg 33-34
Bayonet - Barrel
Flashlight (Standard/Low-Light/Infrared) - Top/Under
Foregrip - Under
Guncam - Top/Under
Underbarrel (Bola Launcher/Flamethrower/Grapple Gun) - Under
Underbarrel Weight - Under

War! pg 155-156
Blade Bayonet - Barrel
Device Mount - Top/Under
Flick Bayonet - Barrel
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Nebular
post May 12 2011, 01:42 AM
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QUOTE (Argent @ May 11 2011, 07:37 PM) *
Missing Weapon Accessories:

SR4A pg 322
Bipod - Under
Gas Vent 2 and 3 - Barrel
Gyro Stabilization - Under
Imaging Scope - Top
Laser Sight - Top/Under
Periscope - Top
Silencer - Barrel
Smart Firing Platform - Under
Smartgun System, External - Top/Under
Sound Suppresser - Barrel
Tripod - Under

Arsenal pg 33-34
Bayonet - Barrel
Flashlight (Standard/Low-Light/Infrared) - Top/Under
Foregrip - Under
Guncam - Top/Under
Underbarrel (Bola Launcher/Flamethrower/Grapple Gun) - Under
Underbarrel Weight - Under

War! pg 155-156
Blade Bayonet - Barrel
Device Mount - Top/Under
Flick Bayonet - Barrel

All of those are there. Make sure you're not selecting weapons that already have those mount slots consumed. I took a Colt M23 and found all of these in the list. Not every weapons has all slots free, either because an included accessory consumes them, or because the weapon simply doesn't allow them.
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longbowrocks
post May 12 2011, 04:56 AM
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QUOTE (ggodo @ May 10 2011, 01:31 PM) *
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.

There's a nifty SURGE quality that makes me immune to books if read in French. Can I have it? Pleeeaaassee?
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longbowrocks
post May 12 2011, 04:58 AM
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QUOTE (Nebular @ May 10 2011, 04:30 PM) *
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).

The one with a max strength rating of 8 for bows is the newer one. I cried.

*edit: that said, I have nothing against a pre-errata chargen.
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Argent
post May 12 2011, 12:29 PM
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QUOTE (Nebular @ May 11 2011, 09:42 PM) *
All of those are there. Make sure you're not selecting weapons that already have those mount slots consumed. I took a Colt M23 and found all of these in the list. Not every weapons has all slots free, either because an included accessory consumes them, or because the weapon simply doesn't allow them.


Roger. I found a couple more issues.

1. Weapons that come with accessories are actually considered built in mods. Arsenal pg 148. A gas vent modded weapon can be equipped with a silencer or suppresser (accessory or a mod). Currently the silencer accessory disapears when either the gas vent is modded to the weapon or if the weapon comes with one. This does not apply if the gas vent is an accessory.

2. Weapon mods can be uninstalled, except for gas vents (WTF!!!) in order to accommodate other mods or accessories. Arsenal pg 129-130. Can you make it where pre installed mods can be removed, including underbarrel weapons.

3. When selecting underbarrel flamethrower, can you include an add weapon button so we can select a particular flame thrower.

4. Can you add a select gear button for the Device Mount mod.

5. Underbarrel Weapon mod is missing. When added can you make so that we can select a particular weapon for that mod.

6. Can you add an option for appropriate mods to be Exhangeable Weapon Mods.

7. Power slide mount is missing.

8. When adding a bayonet mount mod, bayonets no longer take up barrel slot. So I could actually add another barrel mounted accessory such as a silencer or gas vent accessory. Currently the bayonet still takes up the barrel slot.
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Argent
post May 12 2011, 03:07 PM
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Another thing:

Colt Manhunter with laser sight. The laser sight should be built in mod, taking up no top/under mounted position. All top/bottom mounted accessories should be displayed, currently they are not. I think the easiest solution is to default display all mods/accessories and make the player keep track of what goes where instead of removing options once a position is filled.
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Argent
post May 12 2011, 04:30 PM
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YNT Softweave Armor Option is not available. Arsenal pg 161
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LonePaladin
post May 12 2011, 04:51 PM
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Heh. Looks like you've started the flurry of users. I've been there myself!

Since I can't post anything here without adding to the inbox, here's another. (IMG:style_emoticons/default/twirl.gif)

I'm unable to use Chummer on my netbook, because the odd display size (1024 x 600) cuts off the Knowledge skills completely. Any chance of giving this part its own tab?
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Nebular
post May 12 2011, 06:41 PM
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QUOTE (LonePaladin @ May 12 2011, 11:51 AM) *
Heh. Looks like you've started the flurry of users. I've been there myself!

Since I can't post anything here without adding to the inbox, here's another. (IMG:style_emoticons/default/twirl.gif)

I'm unable to use Chummer on my netbook, because the odd display size (1024 x 600) cuts off the Knowledge skills completely. Any chance of giving this part its own tab?

Try maximising the window. I put in code a while back to resize everything when the window size changes for the requeste you made a while back. (IMG:style_emoticons/default/biggrin.gif) I can shrink my window down to 1024 x 600 and the contents of the Skills tab shrink to let everything fit.
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Nebular
post May 12 2011, 06:42 PM
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QUOTE (Argent @ May 12 2011, 11:30 AM) *
YNT Softweave Armor Option is not available. Arsenal pg 161

This will be in the next update. I knew I saw this somewhere before (it's in War! by the way - right page, wrong book (IMG:style_emoticons/default/wink.gif) ) but wasn't sure how I was going to handle this. Turned out to be much easier than I thought it would be. I'll take a look at the Weapon Accessory/Mod stuff this weekend.

Weapon Ranges will also be in the next update.
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redwulf25
post May 12 2011, 07:05 PM
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QUOTE (LonePaladin @ May 12 2011, 12:51 PM) *
Heh. Looks like you've started the flurry of users. I've been there myself!

Since I can't post anything here without adding to the inbox, here's another. (IMG:style_emoticons/default/twirl.gif)

I'm unable to use Chummer on my netbook, because the odd display size (1024 x 600) cuts off the Knowledge skills completely. Any chance of giving this part its own tab?


Works just fine on my netbook as long as I hit the maximize button.
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LonePaladin
post May 12 2011, 07:09 PM
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QUOTE (Nebular @ May 12 2011, 01:41 PM) *
Try maximising the window. I put in code a while back to resize everything when the window size changes for the requeste you made a while back. (IMG:style_emoticons/default/biggrin.gif) I can shrink my window down to 1024 x 600 and the contents of the Skills tab shrink to let everything fit.

I'll take another look at it tomorrow. For now, I'm trying to get everything from that PACKS PDF I linked earlier into a custom file.
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redwulf25
post May 12 2011, 07:34 PM
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I'm pretty sure the Delta-amaloid and related mods don't have a variable rating.
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Nebular
post May 12 2011, 07:46 PM
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They don't. Armor Mods are structured a little differently. I should go back and fix this so it doesn't incorrectly show them as being Rating 1 since you can't actually change it.
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redwulf25
post May 12 2011, 07:52 PM
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And I just tried to create an NPC prime runner using Karma gen. While I can initiate him and raise his magic I get an unhandled exception error when I try to add meta-magic. He is an adept in case this only happens with adepts not magicians.
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Leoric
post May 12 2011, 09:45 PM
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Are you planning to support these options?
- Handling Ally spirits
- IA or free spirit PC
- Optional rules, like power point instead of metamagic for adept initiation, maybe a checkbox to handle cybersuites for PC, rules of overmodifications for vehicules, etc...
- customized spells, for example I have a PC who cast waterballs, not fireballs.

By the way, the CCG doesn't calculate correctly essence costs with multiple reductions: for example if I create a PC with biocompatibility (10% essence cost reduction), adding adapsin (another 10%), and give him an alphaware wired reflex 1 (essence cost: 2, -20% for alpha grade), the final essence cost should be 1,2 because 10% + 10% + 20% = 40% per RAW. the CCG shows a final cost of 1,3.
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Nebular
post May 12 2011, 09:55 PM
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QUOTE (Leoric @ May 12 2011, 04:45 PM) *
Are you planning to support these options?
- Handling Ally spirits
- IA or free spirit PC
- Optional rules, like power point instead of metamagic for adept initiation, maybe a checkbox to handle cybersuites for PC, rules of overmodifications for vehicules, etc...
- customized spells, for example I have a PC who cast waterballs, not fireballs.

By the way, the CCG doesn't calculate correctly essence costs with multiple reductions: for example if I create a PC with biocompatibility (10% essence cost reduction), adding adapsin (another 10%), and give him an alphaware wired reflex 1 (essence cost: 2, -20% for alpha grade), the final essence cost should be 1,2 because 10% + 10% + 20% = 40% per RAW. the CCG shows a final cost of 1,3.

I have no plans to support Free Spirits or AIs right now. They're completely different in terms of character creation and break most of the rules.

I'll have to take a look at Ally Spirits at some point and see what will be involved.

Vehicles can currently be overmodified - you can exceed their capacity by just adding more stuff to it. I intentionally left that open so players could decide to either stay within the rules or go over. Cybersuites was the same basic thinking - it's always there. If GMs allow it, they can grab a suite from the menu. If not, then no clicky! (IMG:style_emoticons/default/smile.gif)

That Essence cost thing is turning out to be a huge pain in the butt! I thought I had the formula nailed down but I clearly don't. Hopefully next update then! (IMG:style_emoticons/default/biggrin.gif)
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Yerameyahu
post May 12 2011, 09:55 PM
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Is that broken US RAW or unreleased German Errata RAW? (IMG:style_emoticons/default/smile.gif)
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Nebular
post May 12 2011, 09:56 PM
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QUOTE (redwulf25 @ May 12 2011, 02:52 PM) *
And I just tried to create an NPC prime runner using Karma gen. While I can initiate him and raise his magic I get an unhandled exception error when I try to add meta-magic. He is an adept in case this only happens with adepts not magicians.

Fixed in next update. It works great if you're a Technomancer. Nuts to everyone else! (IMG:style_emoticons/default/wobble.gif)
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Nebular
post May 12 2011, 09:57 PM
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QUOTE (Yerameyahu @ May 12 2011, 04:55 PM) *
Is that broken US RAW or unreleased German Errata RAW? (IMG:style_emoticons/default/smile.gif)

In regards to which item? The Essence calculation thingy?
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LonePaladin
post May 12 2011, 10:13 PM
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QUOTE (Yerameyahu @ May 12 2011, 04:55 PM) *
Is that broken US RAW or unreleased German Errata RAW? (IMG:style_emoticons/default/smile.gif)

I'm quoting this in my sig.
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Argent
post May 12 2011, 10:58 PM
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QUOTE (Leoric @ May 12 2011, 05:45 PM) *
By the way, the CCG doesn't calculate correctly essence costs with multiple reductions: for example if I create a PC with biocompatibility (10% essence cost reduction), adding adapsin (another 10%), and give him an alphaware wired reflex 1 (essence cost: 2, -20% for alpha grade), the final essence cost should be 1,2 because 10% + 10% + 20% = 40% per RAW. the CCG shows a final cost of 1,3.


You are not entirely correct. The specific wording for biocompatability says "the essence cost of implant of a particular chosen type are reduced by 10%". This tells me that essence cost of that item, whether it is standard, second hand, apha, beta, or delta, must be calculated first and then you reduce it by 10% for biocompatability:

Standard Grade Cyberarm = 1.0 reduce essence cost by 10% for biocompatability 1.0*0.9 = 0.9

Alpha grade cyberarm = 1.0*0.8 = 0.8 then reduce essence cost of alpha cyberarm by 10% 0.8*0.9 = .72

I did reread adapsin and it does specifically say that the 10% "reduction is in addition to reductions from higher grade cyberware" so I can see the argument for adding the percentages together before reducing the essence cost. There really is nothing RAW that tells you exactly how the reductions interact with each other not even an example in augmentation book, just interpretations.

Reading over everything I still beleive the reductions should be calculated in stages instead of added all together and then reducing the essence.

Ex. Alpha Cyberarm = 0.8 Essence, then biocompatability 0.8*0.9= 0.72 then adapsin 0.72*0.9= 0.648 = 0.65

At the most generous I would say maybe adding adapsin and biocompatability then reducing whatever grade cyberware it is.

Ex. Alpha Cyberarm = 0.8 Essence, then Biocompatability + Adapsin 0.8*(0.8 )= 0.64
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Nebular
post May 13 2011, 02:23 AM
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QUOTE (Argent @ May 12 2011, 05:58 PM) *
Reading over everything I still beleive the reductions should be calculated in stages instead of added all together and then reducing the essence.

Ex. Alpha Cyberarm = 0.8 Essence, then biocompatability 0.8*0.9= 0.72 then adapsin 0.72*0.9= 0.648 = 0.65

This one makes the most sense to me. Basically diminishing returns so that the more modifiers you have, the less meaningful they become, which makes sense to me and keeps people from abusing things. With 3 bonuses of -10%, -20%, and -30% on a single character with a 10 Ess cost piece of 'ware for example, it's the different between 4 Ess (-60% = 10 * 0.4 = 4) and 5.04 Ess (10 * 0.9 = 9 * 0.8 = 7.2 * 0.7 = 5.04) which is a fairly significant difference.
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