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> Chummer Character Generator
deurk
post Nov 2 2011, 01:50 PM
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QUOTE (Nebular @ Nov 2 2011, 01:45 PM) *
Skinlink is added to Armor by adding the Skinlink Gear to it.

Maybe I'm missing something then. I don't find it in the Add Gear on the armor.

QUOTE (Nebular @ Nov 2 2011, 01:45 PM) *
I cannot find any reference to a standard holster - the SR4A book only mentions Concealable Holsters and Quick-Draw Holsters. It doesn't even have page references to the other sourcebooks for standard ones. Am I missing something?

It is listed in the black table on page 44 of Arsenal.
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Nebular
post Nov 2 2011, 01:50 PM
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QUOTE (ShadowWalker @ Nov 1 2011, 07:49 PM) *
The Ergonomic program option has no rating, so it should be removed from the AI version.

It would be nice to be able to have locations in vehicles as well, as part of the vehicle.
Showing what's were in the vehicle, such as Trunk, Backseat, etc.

Whoops. The Ergonomic one will be fixed in the next update. I'll take a look at adding Locations to Vehicles.
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Nebular
post Nov 2 2011, 01:54 PM
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QUOTE (deurk @ Nov 2 2011, 08:50 AM) *
Maybe I'm missing something then. I don't find it in the Add Gear on the armor.


It is listed in the black table on page 44 of Arsenal.

ARGH! Skinlink is in the General Category which Armor doesn't get access to (it's a hidden Category that only shows up for other Gear plugins). Changing all of the Group categories around to more closely match the Runner's Toolkit ones will help resolve this.

The Holster runs into the same problem as the Static Scene Laser thing then. Without stats I can't actually enter anything. I searched all of the books and can only find reference to the Concealable and Quick-Draw ones. The Compiled Tables booklet from the Toolkit doesn't even list it. (IMG:style_emoticons/default/nyahnyah.gif)
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deurk
post Nov 2 2011, 02:08 PM
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QUOTE (Nebular @ Nov 2 2011, 01:54 PM) *
ARGH! Skinlink is in the General Category which Armor doesn't get access to (it's a hidden Category that only shows up for other Gear plugins). Changing all of the Group categories around to more closely match the Runner's Toolkit ones will help resolve this.

The Holster runs into the same problem as the Static Scene Laser thing then. Without stats I can't actually enter anything. I searched all of the books and can only find reference to the Concealable and Quick-Draw ones. The Compiled Tables booklet from the Toolkit doesn't even list it. (IMG:style_emoticons/default/nyahnyah.gif)


Heh (IMG:style_emoticons/default/smile.gif)

Let's forget the holster then.
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deurk
post Nov 2 2011, 03:45 PM
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How about the other things mentioned? (IMG:style_emoticons/default/nyahnyah.gif)

Trying to work out a character sheet and need some help: how do I know what xsl:value-of are available to me?
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Nebular
post Nov 2 2011, 04:05 PM
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Vehicles data file has been updated to correct the Acceleration of the Emotitoy (Nonmobile), as silly as the sounds, so that adding them does not throw an error.
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Nebular
post Nov 2 2011, 04:07 PM
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QUOTE (deurk @ Nov 1 2011, 06:25 PM) *
What would rock for all the little notes one can add to his character would be to have them as javascript popups on the HTML export of the character file. Is there any way you can pull this out?

At some point I want to add notes to the character sheet, but JavaScript popups are not the answer as they're not printable. The sheet is supposed to look the same on screen as it does on paper. (IMG:style_emoticons/default/smile.gif)
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Nebular
post Nov 2 2011, 04:08 PM
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QUOTE (deurk @ Nov 1 2011, 07:24 PM) *
Is it me or does adding notes not trigger the save dialog when exiting?

It probably doesn't. I'll have to go back and clean that up.
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Nebular
post Nov 2 2011, 04:08 PM
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QUOTE (deurk @ Nov 2 2011, 10:45 AM) *
Trying to work out a character sheet and need some help: how do I know what xsl:value-of are available to me?

In the print window click the Save as XML button. This will save the print XML to a file you can look through and figure out what values are available.
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deurk
post Nov 2 2011, 04:10 PM
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Thanks for the answers on the backlog (IMG:style_emoticons/default/nyahnyah.gif)
It is possible to separate values for movement into walk/run/swim? Maybe same for carry/lift?
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deurk
post Nov 2 2011, 04:10 PM
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Thanks for the answers on the backlog (IMG:style_emoticons/default/nyahnyah.gif)
It is possible to separate values for movement into walk/run/swim? Maybe same for carry/lift?
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Nebular
post Nov 2 2011, 04:22 PM
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QUOTE (Jazz @ Nov 1 2011, 12:41 PM) *
Other bugs
CODE
* Autoselected dwarf at character creation startup
* Carrier - Still possible to rigth click/remove in Karma & Nuyen tab and "Undo expense" without having selected a line
* Creation - Skill specialization = one space or many are considered as specializations. They shouldn't, and name should reset.
* Some items are still created via language .xml. For exemple Nexus (Personna limit comes from language file) and (still) maybe sides of cyberarms.
* [url=http://forums.dumpshock.com/index.php?showtopic=34674&st=2075&p=1107252&#entry1107252]This bug[/url] (that time, tested in english version).
* You can't remove a quality via the suppr od delete key.
* Bioware Essence holes are still considered as bioware ess loss toward the "if cyberware ess loss > bioware ess loss then bioware ess loss is divided by 2".
* Cyberware Essence holes are still considered as cyberware ess loss toward the "if bioware ess loss > cyberware ess loss then cyberware ess loss is divided by 2".
* Critter source/page displays nowhere in Chummer, maybe a good place would be put under "metatype" in the common table.
* The "verify data file" button get mess with custom files.
* You should change all the Label_Range with their dicepool modifiers next to the name. In french, that's neat (I think)
  • It doesn't look like I can control the Undo menu from popping up if nothing is selected, but I can trap the error to make sure it doesn't actually cause a problem. Fixed in next update.
  • I'll look at the Skill Specialization one.
  • Persona Limit and the like should come from the language file as they're not purchasable items on their own - they're components that are created on the fly so those names need to come from that file. The Nexus is one physical device itself, the other pseudo-plugins for it are to make seeing its selected values easier.
  • There are a few other lists where the Delete key doesn't do anything either. Fixed in the next update.
  • Essence Hole fixed in the next update.
  • The Metatype/Critter source information is on my list already. Should be in the next update.
  • I'll look at the verify process. I think I'm looking for things that start with "custom_" which isn't the correct way. It was a quick and dirty method. (IMG:style_emoticons/default/nyahnyah.gif)
  • The English Range labels will be updated for the next update. Having the modifiers right there makes things much easier.
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deurk
post Nov 2 2011, 04:49 PM
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Got a question about armor capacity. How is it calculated? (From which rules/books)
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Nebular
post Nov 2 2011, 05:13 PM
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QUOTE (deurk @ Nov 2 2011, 11:49 AM) *
Got a question about armor capacity. How is it calculated? (From which rules/books)

AR 44: Maximum Armor Modifications and Armor Suit Capacity. Most are calculated but there are 4 that have a specific number (Full Body Armor and its Helmet, Urban Explorer Jumpsuit and its Helmet).
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McDougle
post Nov 2 2011, 05:33 PM
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QUOTE (Nebular @ Nov 2 2011, 02:39 PM) *
Yes, they're something I'm going to look at to see if they're possible at some point.


Awesome! (my mage will start to experiment inside chummer *muhahaha*)
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deurk
post Nov 2 2011, 07:45 PM
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QUOTE (Nebular @ Nov 2 2011, 05:13 PM) *
AR 44: Maximum Armor Modifications and Armor Suit Capacity. Most are calculated but there are 4 that have a specific number (Full Body Armor and its Helmet, Urban Explorer Jumpsuit and its Helmet).

How is the capacity calculated using those rules for items like Lined Coat?
The item itself does not have any capacity in the book, and it seems you applied the Maximum Armor Modifications rule to the Capacity (6 or 1.5xBorI, whichever is higher).
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Nebular
post Nov 2 2011, 07:59 PM
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QUOTE (deurk @ Nov 2 2011, 02:45 PM) *
How is the capacity calculated using those rules for items like Lined Coat?
The item itself does not have any capacity in the book, and it seems you applied the Maximum Armor Modifications rule to the Capacity (6 or 1.5xBorI, whichever is higher).

Capacity for Armor that does not have an explicitly defined Capacity (like Full Body Armor which explicitly states a Capacity of (IMG:style_emoticons/default/cool.gif) is calculated as the higher of Ballistics or Impact Rating x 1.5. You then take the higher of the calculated value or 6. Lined Coat has Ballistics 6 and Impact 4, so you use the Ballistics Rating of 6 x 1.5 to get 9. Since that is higher than 6, the Lined Coat's Capacity is 9.

Leather Jacket has a Ballistics of 2 and Impact of 2, so 2 x 1.5 = 3. Take the higher of the calculated value or 6. This would give the Leather Jacket a Capacity of 6.
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ShadowWalker
post Nov 2 2011, 08:05 PM
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As per the rules of "Armor Degradation" on page 44 of AR, a way of decreasing an amours B/I ratings would be good.
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deurk
post Nov 2 2011, 08:09 PM
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QUOTE (Nebular @ Nov 2 2011, 07:59 PM) *
Capacity for Armor that does not have an explicitly defined Capacity (like Full Body Armor which explicitly states a Capacity of (IMG:style_emoticons/default/cool.gif) is calculated as the higher of Ballistics or Impact Rating x 1.5. You then take the higher of the calculated value or 6. Lined Coat has Ballistics 6 and Impact 4, so you use the Ballistics Rating of 6 x 1.5 to get 9. Since that is higher than 6, the Lined Coat's Capacity is 9.

Leather Jacket has a Ballistics of 2 and Impact of 2, so 2 x 1.5 = 3. Take the higher of the calculated value or 6. This would give the Leather Jacket a Capacity of 6.


That's precisely the point I want to raise, I see nowhere a line that states such thing (as far as my eyes can see). What you mention seem to be from the Maximum Armor Modification paragraph:
QUOTE
Each piece of armor or clothing can only accept a total number of modification rating points equal to 6 or the highest number of its armor ratings (Ballistic or Impact) x 1.5 (round up), whichever is higher. Unrated armor modifications (for example, the gel pack modification) take up 1 point.


But we're talking here about Armor Capacity, and apart from armor suites, I do not see any armor item that has capacity.
Could you shed some light on this for me please, because I have come to the conclusion that a lined coat (or Leather Jacket) has no capacity which is something that bugs me... a lot!
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Dakka Dakka
post Nov 2 2011, 08:28 PM
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QUOTE (deurk @ Nov 2 2011, 09:09 PM) *
That's precisely the point I want to raise, I see nowhere a line that states such thing (as far as my eyes can see). What you mention seem to be from the Maximum Armor Modification paragraph:


But we're talking here about Armor Capacity, and apart from armor suites, I do not see any armor item that has capacity.
Could you shed some light on this for me please, because I have come to the conclusion that a lined coat (or Leather Jacket) has no capacity which is something that bugs me... a lot!
Both optional rules are distinct. An armor either gets rating points or armor capacity, if you want to bother with the extra bookkeeping. As you said armor capacity is for armour suits (Full Body armor, SWAT Armor, MilSpec Armor) only.
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deurk
post Nov 2 2011, 08:31 PM
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So that does mean that a Leather Jacket or Lined Coat cannot get ANY improvements (since they respectively have 6 and 9 modification rating points but no capacity) if you apply both rules?
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ShadowWalker
post Nov 2 2011, 08:32 PM
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from AR 44, "Maximum Armor Capacity"
QUOTE
Each piece of armor or clothing can only accept a total number
of modifi cation rating points equal to 6 or the highest number
of its armor ratings (Ballistic or Impact) x 1.5 (round up), whichever
is higher. Unrated armor modifi cations (for example, the gel
pack modifi cation) take up 1 point.
For example, a lined coat (6/4) can take up to 9 (highest rating
6 x 1.5) rating points of modifi cations. Th is means it could be
modifi ed with Fire Resistance 5, Insulation 3, and shock frills, but
no more (5 + 3 + 1 = 9).


This is basically everything except armoured suits.
Armoured suits are dealt on the same page under, "Armor Suit Capacity"
QUOTE
Under this rule, every armor suit type has a Capacity rating
(just like cyberlimbs) that indicates what accessories it can
take. Th ese Capacity ratings are noted in the appropriate armor
tables. Each modifi cation or add-on takes up Capacity (noted as
a number in brackets), also noted in the appropriate tables. Note
that these specifi cally represent gear that is built into the suit; additional
worn or carried items are accounted for as normal.
For the purposes of this rule, the full body armor described
on p. 316, SR4, has a Capacity of 8; its accompanying helmet has
a Capacity of 7. Th e Urban Explorer Jumpsuit has a Capacity of
6; its helmet has a capacity of 5.


So general armour and clothing use the first rule, and the armoured suits have specific values given instead of a calculation. For suits in previous books they specifically stated the values they are supposed to have.
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Nebular
post Nov 2 2011, 08:33 PM
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QUOTE (deurk @ Nov 2 2011, 03:09 PM) *
That's precisely the point I want to raise, I see nowhere a line that states such thing (as far as my eyes can see). What you mention seem to be from the Maximum Armor Modification paragraph:


But we're talking here about Armor Capacity, and apart from armor suites, I do not see any armor item that has capacity.
Could you shed some light on this for me please, because I have come to the conclusion that a lined coat (or Leather Jacket) has no capacity which is something that bugs me... a lot!

Ah, I see what you're saying now. The way they present things on this page is a little muddy. I've lost track of how many times I've read that over now to see what the hell they're getting at. Capacity and "rating points" should actually be two separate things. The first few read throughs made it sound like they were the same and that the formula was just a way of calculating the Capacity of something that wasn't explicitly given one. Well damn, that's not a fun discovery.
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ShadowWalker
post Nov 2 2011, 08:38 PM
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QUOTE (Nebular @ Nov 2 2011, 03:33 PM) *
Ah, I see what you're saying now. The way they present things on this page is a little muddy. I've lost track of how many times I've read that over now to see what the hell they're getting at. Capacity and "rating points" should actually be two separate things. The first few read throughs made it sound like they were the same and that the formula was just a way of calculating the Capacity of something that wasn't explicitly given one. Well damn, that's not a fun discovery.

so the first category is for armor modifications, which are listed on the Armor suit Capacity chart next to the text, and all the others are capacity related items?

Just as a side note, the rules starting on page 44 under the major heading of Armor rules are said to be optional. Should probably have them as checkbox rules under optional rules. Since the book itself could still be used but not these specific optional rules.
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deurk
post Nov 2 2011, 08:50 PM
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Well, trouble is that with or without those optional rules, there is nowhere a way to find out how much capacity a armor item from SR4A has (except for suits).
This is seriously fucked up... Hopefully, I just missed a line somewhere and a savior is on the way to the forums (IMG:style_emoticons/default/smile.gif)
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