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#2876
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Moving Target ![]() ![]() Group: Members Posts: 196 Joined: 23-August 11 Member No.: 36,571 ![]() |
Emotitoys will stay where they are as they can be modified exactly like Drones whether they're mobile or not. np, even if a static thing like that look more like a device to me than a vehicle. But still, static Emotitoy crashes : [ Spoiler ] -edit- 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. woops sorry. Skinlink My point isn't to remove them, my point is to include other device upgrading gear aswell, like : - any gear from the general category (autodestruct, environnemental resistance, hardening, internial trigger, personality software, photosensitive trigger, laser link (all of this is AR58, but strangely the laser isn't in that category)). You also put there the spoof chip and skinlink in that category. - You could also have put Satellite links, Biometric readers from SR4A - or wireless adaptators, directional antennas, microwave link (from UN) - and a few other item from various other books I don't have yet (IMG:style_emoticons/default/smile.gif) If you strictly want the ability to link to cyberware in the cyberware.xml, you're the boss, boss, but I think these items should also make their way into cyberware.xml for the same reason you put skinlinks in that file. |
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#2877
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,507 Joined: 11-November 08 Member No.: 16,582 ![]() |
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). Without those rules the capacity is infinite/GM approval.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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#2878
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Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 ![]() |
I guess it is, and lazy as he is, he's going to apply the same rule than the Armor Modification (IMG:style_emoticons/default/nyahnyah.gif)
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#2879
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Moving Target ![]() ![]() Group: Members Posts: 196 Joined: 23-August 11 Member No.: 36,571 ![]() |
About this one, I was thinking it was a bug for how that interacts with omae. Stuff like mister english-speaking put a character in Omae and mister non-english-speaking reads it (in fact, the opposite would be a problem).
On the other side, if you make custom gear translatable, it would be fine aswell (IMG:style_emoticons/default/nyahnyah.gif) |
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#2880
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Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 ![]() |
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#2881
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,507 Joined: 11-November 08 Member No.: 16,582 ![]() |
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#2882
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Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 ![]() |
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#2883
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,507 Joined: 11-November 08 Member No.: 16,582 ![]() |
Nope
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#2884
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Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 ![]() |
Then Chummer might as well display capacity 0 for the non-suit armor type (IMG:style_emoticons/default/nyahnyah.gif)
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#2885
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Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 ![]() |
Regarding character sheets:
Could you fix those please? And could I get individual movement speeds: walk, run, swim, fly as well please? |
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#2886
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Moving Target ![]() ![]() Group: Members Posts: 121 Joined: 1-April 11 Member No.: 26,456 ![]() |
Just a request-
Have the sensor rating of drones and vehicles increase when the rating would be increased (knowing my luck, it already does this, but I'm too much of a dolt to actually get the sensor rating to raise). |
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#2887
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 ![]() |
Just a request- Have the sensor rating of drones and vehicles increase when the rating would be increased (knowing my luck, it already does this, but I'm too much of a dolt to actually get the sensor rating to raise). It doesn't, as far as I can tell none of the base stats increase on vehicles or drones increase when a mod you add would increase the stats. |
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#2888
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
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#2889
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Edit: Way to double-post, me.
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#2890
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 ![]() |
Things that affect Armor, Accel, Speed, Body, and Handling do. What Mods affect a Vehicle's Sensor Rating? Pilot, Response, Firewall, Signal aren't. And I would think if you put in a Camera, Microphone and say Radar all at rating 5, the Vehicle's Sensor Rating would effectively be 5. I would think it's Sensor Rating would be it's lowest rating sensor or it's average of all sensors. |
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#2891
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Pilot, Response, Firewall, Signal aren't. And I would think if you put in a Camera, Microphone and say Radar all at rating 5, the Vehicle's Sensor Rating would effectively be 5. I would think it's Sensor Rating would be it's lowest rating sensor or it's average of all sensors. Turns out that Firewall, Response, and Signal are, they're just not shown anywhere on the Vehicle tab. I'll add these and the Pilot one for the next update. |
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#2892
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Update time! For anyone working on translations, only the Category names changed/added/removed in gear.xml; item names were not changed at all.
Build 241
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#2893
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Forgot to mention for anyone doing translations, here are the samples for translating Knowledge Skills and Skill Specializations. Obviously you should replace the translate values with their correct content. I didn't want to embarrass myself by trying to do them here. (IMG:style_emoticons/default/wink.gif)
Skill Specialization: CODE <skill> <name>Aeronautics Mechanic</name> <translate>Mécanique aéronautique</translate> <specs> <spec translate="Aerospace">Aerospace</spec> <spec translate="Fixed Wing">Fixed Wing</spec> <spec translate="LTA">LTA</spec> <spec translate="Rotary Wing">Rotary Wing</spec> <spec translate="Tilt Wing">Tilt Wing</spec> <spec translate="Vector Thrust">Vector Thrust</spec> </specs> </skill> Knowledge Skills: CODE <skill>
<name>Arabic</name> <translate>Arabe</translate> <specs> <spec translate="Read/Write">Read/Write</spec> <spec translate="Speak">Speak</spec> <spec translate="Dialect">Dialect</spec> <spec translate="Lingo">Lingo</spec> </specs> </skill> |
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#2894
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Target ![]() Group: Members Posts: 86 Joined: 12-September 11 Member No.: 37,825 ![]() |
Fantastic program!
Here are some bugs I found: - Made a pixie character using Karma. The cost of the metatype was not deducted from my total - Added a sustaining focus (manip) and got an error: CODE 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.ImprovementManager.CreateImprovements(ImprovementSource objImprovementSource, String strSourceName, XmlNode nodBonus, Boolean blnConcatSelectedValue, Int32 intRating, String strFriendlyName) at Chummer.frmCreate.treFoci_AfterCheck(Object sender, TreeViewEventArgs e) at System.Windows.Forms.TreeView.OnAfterCheck(TreeViewEventArgs e) 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: 4.0.30319.239 (RTMGDR.030319-2300) CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll ---------------------------------------- Chummer Assembly Version: 0.0.0.241 Win32 Version: 0.0.0.241 CodeBase: file:///C:/Storage/Gaming/Shadowrun/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: 4.0.30319.233 built by: RTMGDR 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: 4.0.30319.233 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- System.Configuration Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 (RTMRel.030319-0100) CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.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. Thanks again for this, Thorguild |
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#2895
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 ![]() |
Fantastic program! Here are some bugs I found: - Made a pixie character using Karma. The cost of the metatype was not deducted from my total As per the rules for Karma gen metatype costs nothing. If you want it to cost something you can turn on the optional rule and give it a multiplier. You can make this change in the Tools - Options - Optinoal Rules tab |
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#2896
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
- Added a sustaining focus (manip) and got an error: ... error text etc ... For now you can click on the Continue button when that error pops up - it's trying to add Improvement information to the character for an item that doesn't actually create any, so you won't be missing anything. I'll have this fixed in the next update which will likely be a small one tomorrow evening. |
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#2897
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 ![]() |
The Manservant-3 is showing up with a Signal of 3. It should have a 4, it is showing up under Sensors as having a 4. I think that is because it shows this on the chart as being a 4 and does so under sensors for some reason.
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#2898
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Moving Target ![]() ![]() Group: Members Posts: 250 Joined: 16-January 09 From: Nowhere near you... unless you happen to be near Cologne. Member No.: 16,776 ![]() |
There is some wierd rounding going on when you activate one the discount markers for adept powers that have a rating. According to the Way of the Adept the discount is 25%. While this works for Traceless Walk (1 PP -> 0.75 PP), the discount for Enhanced Perception Rating 4 is only 0.24 PP (4 x 0.25 = 1 PP -> 0.76 PP).
I'm pretty sure this comes from applying the discount first, rounding and than multipling the result by the rating. But I'm also pretty sure that's not what the devs had in mind. Here is a post from critias, where he explains how the discount works. It's pretty clear that you total all power point costs first and than apply the discount to the total. -CJ |
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#2899
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Moving Target ![]() ![]() Group: Members Posts: 315 Joined: 12-October 03 From: Germany, Regensburg Member No.: 5,709 ![]() |
...
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#2900
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
The Manservant-3 is showing up with a Signal of 3. It should have a 4, it is showing up under Sensors as having a 4. I think that is because it shows this on the chart as being a 4 and does so under sensors for some reason. It should be a 3 as far as I can tell. Signal is the Signal of the Vehicle itself which is independent of its Sensors. Sensor is based off of the Vehicle's Device Rating, and all Drones (and most standard Vehicles) have a Device Rating of 3. All Drone Sensor have a Signal of 4. |
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