My Assistant
![]() ![]() |
Oct 21 2011, 06:53 PM
Post
#2576
|
|
|
Moving Target ![]() ![]() Group: Members Posts: 206 Joined: 21-November 09 Member No.: 17,893 |
Attitude(found on page 173):
The "Microweave Spider" is missing(haven´t checked if all other items from the tables are included). |
|
|
|
Oct 21 2011, 07:06 PM
Post
#2577
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
|
|
|
|
Oct 21 2011, 08:26 PM
Post
#2578
|
|
|
Moving Target ![]() ![]() Group: Members Posts: 196 Joined: 23-August 11 Member No.: 36,571 |
About the new gift / verify button :
* don't work for cyberware.xml's grades (these are correct in my file) * don't work well for echoes (considers metamagic items as "should be echoes") * don't work well in metatype.xml for metatypes' metavariants (doesn't stop at /name and read the whole line) * verifies custom items (I made a custom armor and it's supossed to be in armor.xml : can we translate them aswell ?) * verifies packs (I don't know if we have to translate them (suites) or not) * for cyberware.xml, you probably forgot or overlook that post : http://forums.dumpshock.com/index.php?s=&a...t&p=1113252 * OMG lifestyles is bigger than I though. But <cost> tag omgwtfbbq is it ??? In Euro ? * For spells.xml I don't understand where is "Napalm Wall" (DG 17) in spell.xml. I've got its statistics in Chummer but not in the xml, that's very strange. It's translation is in my file and I can see it translated in the "add a spell" list. I hope I'll find soon a way to hide the items in the file if "exist = true" AND the only missing tag is <missing>code</missing> but I'm not sure I can. Besides that list, it is the perfect tool we needed, I made a lot of correction tonigth (IMG:style_emoticons/default/smile.gif) |
|
|
|
Oct 21 2011, 08:57 PM
Post
#2579
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
About the new gift / verify button : * don't work for cyberware.xml's grades (these are correct in my file) * don't work well for echoes (considers metamagic items as "should be echoes") * don't work well in metatype.xml for metatypes' metavariants (doesn't stop at /name and read the whole line) * verifies custom items (I made a custom armor and it's supossed to be in armor.xml : can we translate them aswell ?) * verifies packs (I don't know if we have to translate them (suites) or not) * for cyberware.xml, you probably forgot or overlook that post : http://forums.dumpshock.com/index.php?s=&a...t&p=1113252 * OMG lifestyles is bigger than I though. But <cost> tag omgwtfbbq is it ??? In Euro ? * For spells.xml I don't understand where is "Napalm Wall" (DG 17) in spell.xml. I've got its statistics in Chummer but not in the xml, that's very strange. It's translation is in my file and I can see it translated in the "add a spell" list. I hope I'll find soon a way to hide the items in the file if "exist = true" AND the only missing tag is <missing>code</missing> but I'm not sure I can. Besides that list, it is the perfect tool we needed, I made a lot of correction tonigth (IMG:style_emoticons/default/smile.gif) Well those are some neat quirks. Good thing I never said it was perfect! (IMG:style_emoticons/default/wink.gif) I'll try to get some of these fixed up. I've updated the Spells file to correct Napalm Wall. For some weird reason I had it entered as Napalm Water. Duh. Lifestyle cost (like everything else) is in Nuyen. You don't need to actually translate the <costs> group since it's entirely numeric (and none of the code actually looks for translations in there). But yeah, Lifestyles is a surprisingly long file. (IMG:style_emoticons/default/smile.gif) |
|
|
|
Oct 21 2011, 10:01 PM
Post
#2580
|
|
|
Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
What he said! (IMG:style_emoticons/default/biggrin.gif) You can also find all of that information by either opening the changelog.txt file in your Chummer directory, or by going to Help > Revision History. The update process and Revision History window all ready from that text file. Does not for updates of data files! It does behave that way only if program is changed. I'm interesting in all changes (IMG:style_emoticons/default/smile.gif) |
|
|
|
Oct 21 2011, 10:45 PM
Post
#2581
|
|
|
Moving Target ![]() ![]() Group: Members Posts: 206 Joined: 21-November 09 Member No.: 17,893 |
Ur asking a guy that is workin on a daily basis very close with his community, to post like 200percent more? (IMG:style_emoticons/default/grinbig.gif)
|
|
|
|
Oct 22 2011, 04:31 AM
Post
#2582
|
|
|
Old Man Jones ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 4,415 Joined: 26-February 02 From: New York Member No.: 1,699 |
1. That is still situational and not exclusive to Dodge. Unarmed Combat and Blades can also be used when defending against melee attacks. Dodge is also not exclusively used for defending against ranged and melee attacks as it can be to other perceived threats. Dodging out of the way of a vehicle while you're running across a street is the first thing that comes to mind and is neither a ranged or melee attack. Vehicles hitting you, intentionally or not, sounds like it'd use ramming rules, no? SR4A pg169 - "If a driver wants to ram something (or someone) with the vehicle, treat it as a melee attack. The target must be within the vehicle’s Walking or Running Range (a –3 dice modifier applies if the driver has to resort to running). The driver rolls Vehicle skill + Reaction +/– Handling to attack. The target rolls Dodge + Reaction if a pedestrian, or Vehicle skill + Reaction +/– Handling if driving another vehicle." Are there any other attacks that are not "ranged" or "melee"? -k |
|
|
|
Oct 22 2011, 05:31 AM
Post
#2583
|
|
|
Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,507 Joined: 11-November 08 Member No.: 16,582 |
Are there any other attacks that are not "ranged" or "melee"? There are a lot of attacks that are not melee/ranged attacks (ramming, astral combat, indirect combat spells etc.). I don't however know of any attacks that are not treated as such.To clarify what I mean, here is a real world analogy: According to German law illegitimate children are to be treated the same as legitimate ones. This equality still does not give a child born out of wedlock married parents. |
|
|
|
Oct 22 2011, 06:21 AM
Post
#2584
|
|
|
Old Man Jones ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 4,415 Joined: 26-February 02 From: New York Member No.: 1,699 |
I suppose, then, the question is, "Are they treated as melee or ranged ENOUGH to count for Combat Sense?"
Given that it's supposed to be a mystic ability to foresee impending danger, I am inclined to say "yes", and am comfortable with that answer on both rules and fluff fronts. -k |
|
|
|
Oct 22 2011, 06:47 AM
Post
#2585
|
|
|
Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,507 Joined: 11-November 08 Member No.: 16,582 |
I suppose, then, the question is, "Are they treated as melee or ranged ENOUGH to count for Combat Sense?" I think this is a good interpretation as well, however it is not in the rules that way. A houserule switch may be in order, unless there will be an erratum.Given that it's supposed to be a mystic ability to foresee impending danger, I am inclined to say "yes", and am comfortable with that answer on both rules and fluff fronts. |
|
|
|
Oct 22 2011, 07:28 AM
Post
#2586
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Does not for updates of data files! It does behave that way only if program is changed. I'm interesting in all changes (IMG:style_emoticons/default/smile.gif) There is nothing that shows what data files have changed or what has changed in them apart from what I post here. |
|
|
|
Oct 22 2011, 09:19 AM
Post
#2587
|
|
|
Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
There is nothing that shows what data files have changed or what has changed in them apart from what I post here. There is the update popup that autoupdates them when the client starts! It does not state what has changed but just displays which files are changed, I'm good with that. I just wish I could have that screen frozen until I press a button to not miss it, that or any other way to be aware that a data file has changed. |
|
|
|
Oct 22 2011, 09:51 AM
Post
#2588
|
|
|
Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
Nebular,
In weapons.xml, US version has a 'Collapsible Heavy Pistol' completely absent from the FR version. Do you think you could provide translaters with a way to hide an item that has not been translated so that it does not appear in English when another language is selected? Maybe something like <translate>HIDDEN</translate> or something (IMG:style_emoticons/default/nyahnyah.gif) |
|
|
|
Oct 22 2011, 10:49 AM
Post
#2589
|
|
|
Target ![]() Group: Members Posts: 6 Joined: 5-August 11 Member No.: 35,014 |
Think I found a strange bug. If I have a magician with more than one foci, there's an error message when I try to bond them.
Somtimes it ask for values for my other stuff (Fake Sin, toolkits) Not related to rules, I think. Only restrictions to foci I can think of is Magic and Logic Attributes and those I think are working. Thanks again for the massive amount of work you have done and are doing here. /Drakir |
|
|
|
Oct 22 2011, 02:30 PM
Post
#2590
|
|
|
Running Target ![]() ![]() ![]() Group: Dumpshocked Posts: 1,003 Joined: 3-May 11 From: Brisbane Australia Member No.: 29,391 |
If the rules say treat it as a melee attack you treat it as a melee attack with all the bonuses a defender usually gets against said attack.
|
|
|
|
Oct 22 2011, 02:48 PM
Post
#2591
|
|
|
Moving Target ![]() ![]() Group: Members Posts: 206 Joined: 21-November 09 Member No.: 17,893 |
With so many people being of that opinion the Combat Sense-Bonus für Dodge should at least be implemented as a HouseRule(please). (IMG:style_emoticons/default/cyber.gif)
|
|
|
|
Oct 22 2011, 05:29 PM
Post
#2592
|
|
|
Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
Nebular, In weapons.xml, US version has a 'Collapsible Heavy Pistol' completely absent from the FR version. Do you think you could provide translaters with a way to hide an item that has not been translated so that it does not appear in English when another language is selected? Maybe something like <translate>HIDDEN</translate> or something (IMG:style_emoticons/default/nyahnyah.gif) Actually, this item only appears in a table (page 23 of Arsenal) but nowhere in the text. Might just be a bug of the US version. |
|
|
|
Oct 22 2011, 07:51 PM
Post
#2593
|
|
|
Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
The Camera and Microphone listed under Sensors should take up one Capacity when placed in a Drone/Vehicle Sensor Package and have an internal Capacity equal to their rating. Allowing for Visual and Audio enhancements placed within them.
The first part is working fine, but their internal capacity is not. It's letting you add any number to it, and always displays [1] (0 remaining). But it's good that you can add items to it. I'm guessing that when that was added their data was not updated to reflect their internal Capacity. |
|
|
|
Oct 22 2011, 08:43 PM
Post
#2594
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Think I found a strange bug. If I have a magician with more than one foci, there's an error message when I try to bond them. Somtimes it ask for values for my other stuff (Fake Sin, toolkits) Not related to rules, I think. Only restrictions to foci I can think of is Magic and Logic Attributes and those I think are working. Thanks again for the massive amount of work you have done and are doing here. /Drakir That was a weird one. Managed to reproduce this with one of my players' characters. This will be fixed in the next update. |
|
|
|
Oct 22 2011, 08:45 PM
Post
#2595
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
The Camera and Microphone listed under Sensors should take up one Capacity when placed in a Drone/Vehicle Sensor Package and have an internal Capacity equal to their rating. Allowing for Visual and Audio enhancements placed within them. The first part is working fine, but their internal capacity is not. It's letting you add any number to it, and always displays [1] (0 remaining). But it's good that you can add items to it. I'm guessing that when that was added their data was not updated to reflect their internal Capacity. Just updated the Gear data file to correct this. |
|
|
|
Oct 22 2011, 08:47 PM
Post
#2596
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
There is the update popup that autoupdates them when the client starts! It does not state what has changed but just displays which files are changed, I'm good with that. I just wish I could have that screen frozen until I press a button to not miss it, that or any other way to be aware that a data file has changed. The way around this then is to just check the date on the files in the \data directory then. There's no point in adding a special window for this, and modifying the Update window to always stay open even when set to be automatic which closes the window when it's done sort of defeats the purpose. (IMG:style_emoticons/default/smile.gif) |
|
|
|
Oct 22 2011, 08:50 PM
Post
#2597
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Nebular, In weapons.xml, US version has a 'Collapsible Heavy Pistol' completely absent from the FR version. Do you think you could provide translaters with a way to hide an item that has not been translated so that it does not appear in English when another language is selected? Maybe something like <translate>HIDDEN</translate> or something (IMG:style_emoticons/default/nyahnyah.gif) Sorry, I won't allow translations or any external files hide anything. Translation files are there to change the names of things, not determine what can or cannot be seen. |
|
|
|
Oct 22 2011, 09:20 PM
Post
#2598
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
About the new gift / verify button : * don't work for cyberware.xml's grades (these are correct in my file) * don't work well for echoes (considers metamagic items as "should be echoes" * verifies custom items (I made a custom armor and it's supossed to be in armor.xml : can we translate them aswell ?) I might have entered the wrong tags in the example file I originally gave you, but the Echo information you have in the translation file are wrong. The tags for Echoes should be <echoes> and <echo>, not <metamagics> and <metamagic>. The tags should match what's in the core data files. It should not verify custom data files as they are not covered under translations. This is partially because people will create any number of things and there's no guarantee that people will use truly unique names, the number of custom data files someone may have, and it makes distributing custom data much more difficult as you'd then need a translation file and it covers all data items for the application, not just the ones in the custom data file(s). Cyberware Grades are also not correct in your file (again, this might have been me entering incorrect examples as well). Here is the correct code for translated Cyberware Grades: CODE <grades>
<grade> <name>Standard</name> <translate>Standard</translate> <code>SR4</code> </grade> <grade> <name>Standard (Second-Hand)</name> <translate>Standard (Occasion)</translate> <code>SR4</code> </grade> <grade> <name>Alphaware</name> <translate>Alphaware</translate> <code>SR4</code> </grade> <grade> <name>Alphaware (Second-Hand)</name> <translate>Alphaware (Occasion)</translate> <code>SR4</code> </grade> <grade> <name>Betaware</name> <translate>Betaware</translate> <code>SR4</code> </grade> <grade> <name>Deltaware</name> <translate>Deltaware</translate> <code>SR4</code> </grade> <grade> <name>Standard (Adapsin)</name> <translate>Standard (Adapsin)</translate> <code>SR4</code> </grade> <grade> <name>Standard (Second-Hand) (Adapsin)</name> <translate>Standard (Occasion) (Adapsin)</translate> <code>SR4</code> </grade> <grade> <name>Alphaware (Adapsin)</name> <translate>Alphaware (Adapsin)</translate> <code>SR4</code> </grade> <grade> <name>Alphaware (Second-Hand) (Adapsin)</name> <translate>Alphaware (Occasion) (Adapsin)</translate> <code>SR4</code> </grade> <grade> <name>Betaware (Adapsin)</name> <translate>Betaware (Adapsin)</translate> <code>SR4</code> </grade> <grade> <name>Deltaware (Adapsin)</name> <translate>Deltaware (Adapsin)</translate> <code>SR4</code> </grade> </grades> |
|
|
|
Oct 22 2011, 10:00 PM
Post
#2599
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Build 231
|
|
|
|
Oct 22 2011, 10:04 PM
Post
#2600
|
|
|
Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
Whoohoo! Nice one Nebular. Your reaction time keeps going down! Amazing.
|
|
|
|
![]() ![]() |
|
Lo-Fi Version | Time is now: 13th April 2022 - 03:59 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.