IPB

Welcome Guest ( Log In | Register )

153 Pages V  « < 115 116 117 118 119 > »   
Closed TopicStart new topic
> Chummer Character Generator
Nebular
post Nov 4 2011, 12:54 PM
Post #2901


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (CeeJay @ Nov 4 2011, 07:22 AM) *
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

I'll have this corrected in the next update.
Go to the top of the page
 
+Quote Post
Thorguild
post Nov 4 2011, 02:59 PM
Post #2902


Target
*

Group: Members
Posts: 86
Joined: 12-September 11
Member No.: 37,825



QUOTE (ShadowWalker @ Nov 3 2011, 09:55 PM) *
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


Hey, you are right! I read that as "pay twice the BP cost". Thanks,

Thorguild
Go to the top of the page
 
+Quote Post
deurk
post Nov 4 2011, 03:49 PM
Post #2903


Moving Target
**

Group: Members
Posts: 296
Joined: 26-February 02
From: Paris, France
Member No.: 1,926



Whoa, quite a lot to translate, did not expect so much (IMG:style_emoticons/default/nyahnyah.gif)
Already on it (IMG:style_emoticons/default/wink.gif) (btw fr.xml is up to date if you want to include it)
Go to the top of the page
 
+Quote Post
ShadowWalker
post Nov 4 2011, 04:44 PM
Post #2904


Moving Target
**

Group: Members
Posts: 676
Joined: 11-June 10
From: Thunder Bay, ON, Canada
Member No.: 18,696



QUOTE (Nebular @ Nov 4 2011, 08:54 AM) *
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.


okay, I thought it was in the drones description or on the chart, but now I don't see it in either place. Where does it say drones sensors have a signal of 4?
Go to the top of the page
 
+Quote Post
Nebular
post Nov 4 2011, 04:50 PM
Post #2905


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (ShadowWalker @ Nov 4 2011, 11:44 AM) *
okay, I thought it was in the drones description or on the chart, but now I don't see it in either place. Where does it say drones sensors have a signal of 4?

AR 102 under Device/Software Ratings quickly notes that a Vehicle's Response, System, Firewall, and Signal are derrived from its Device Rating. SR4A 222 in the Sample Devices table shows standard Vehicles and Drones has having a Device Rating of 3. Device Rating 4 and up is used by high-security Vehicles.
Go to the top of the page
 
+Quote Post
ShadowWalker
post Nov 4 2011, 05:11 PM
Post #2906


Moving Target
**

Group: Members
Posts: 676
Joined: 11-June 10
From: Thunder Bay, ON, Canada
Member No.: 18,696



QUOTE (Nebular @ Nov 4 2011, 12:50 PM) *
AR 102 under Device/Software Ratings quickly notes that a Vehicle's Response, System, Firewall, and Signal are derrived from its Device Rating. SR4A 222 in the Sample Devices table shows standard Vehicles and Drones has having a Device Rating of 3. Device Rating 4 and up is used by high-security Vehicles.

okay, that I knew, what I'm asking is where does the rating of 4 for the sensors signal come from? The Manservant has sensors of 3, but it's showing in chummer signal of 4 next to the sensor 3. Then below this it's showing signal 3 for the pilot.
Go to the top of the page
 
+Quote Post
deurk
post Nov 4 2011, 05:18 PM
Post #2907


Moving Target
**

Group: Members
Posts: 296
Joined: 26-February 02
From: Paris, France
Member No.: 1,926



QUOTE (Nebular @ Nov 3 2011, 10:44 PM) *
[*]added <movementwalk />, <movementswim />, and <movementfly /> to the printout XML to make displaying the Movement, Swim, and Fly speed easier

Any way I could get <movementrun /> as well please?
If not I'll just do xsl transformation to extract it
Go to the top of the page
 
+Quote Post
Nebular
post Nov 4 2011, 05:23 PM
Post #2908


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (ShadowWalker @ Nov 4 2011, 12:11 PM) *
okay, that I knew, what I'm asking is where does the rating of 4 for the sensors signal come from? The Manservant has sensors of 3, but it's showing in chummer signal of 4 next to the sensor 3. Then below this it's showing signal 3 for the pilot.

Ah, sorry. Drone Sensor Signal Ratings are found on SR4A 334 in the Sensor Packages table on the left. Small, Medium, and Large Drone Sensors have a Signal of 4.
Go to the top of the page
 
+Quote Post
Nebular
post Nov 4 2011, 05:24 PM
Post #2909


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (deurk @ Nov 4 2011, 12:18 PM) *
Any way I could get <movementrun /> as well please?
If not I'll just do xsl transformation to extract it

<movementwalk /> actually shows both. It's really their entire land movement speed, so you should see <movementwalk>10/25</movementwalk> for Humans.
Go to the top of the page
 
+Quote Post
deurk
post Nov 4 2011, 05:25 PM
Post #2910


Moving Target
**

Group: Members
Posts: 296
Joined: 26-February 02
From: Paris, France
Member No.: 1,926



QUOTE (Nebular @ Nov 4 2011, 05:24 PM) *
<movementwalk /> actually shows both. It's really their entire land movement speed, so you should see <movementwalk>10/25</movementwalk> for Humans.

Transform it is then, okey dokey.
Go to the top of the page
 
+Quote Post
deurk
post Nov 4 2011, 05:38 PM
Post #2911


Moving Target
**

Group: Members
Posts: 296
Joined: 26-February 02
From: Paris, France
Member No.: 1,926



Specialization Exotic Melee Weapon should not exist per page 122 of SR4A.

Edit: Whohoo, specializations done, onto knowledge ones.
Go to the top of the page
 
+Quote Post
KeyMasterOfGozer
post Nov 4 2011, 05:47 PM
Post #2912


Moving Target
**

Group: Members
Posts: 239
Joined: 10-February 04
Member No.: 6,068



In case anyone else is interested, I was wanting some simple checkboxes on my character sheet printout to check off Edge points as I used them during a game. My solution was to add a recursive template to make some O's in the Edge box. To add this to your XSL file, you can replace the current Edge cells with this:
CODE
                                    <td width="25%" class="attributecell">
                                        <p>
                                            EDGE: <xsl:value-of select="attributes/attribute[name = 'EDG']/base" />
                                            <xsl:if test="attributes/attribute[name = 'EDG']/total != attributes/attribute[name = 'EDG']/base">
                                                (<xsl:value-of select="attributes/attribute[name = 'EDG']/total" />)
                                            </xsl:if>
                         
                      <span style="font-weight:bold;">
            <xsl:call-template name="EdgeBox">
                   <xsl:with-param name="LowBox">1</xsl:with-param>
                   <xsl:with-param name="HighBox"><xsl:value-of select="attributes/attribute[name = 'EDG']/total" /></xsl:with-param>
                    </xsl:call-template>
                      </span>
                                        </p>
                                    </td>
                                    <td width="25%" class="attributecell">
                    <p> </p>

                                    </td>

and then put this template somewhere at the bottom:
CODE
<!--
  **** EdgeBox(LowBox,HighBox)
    Params:
      *LowBox: This is the number of the first box in this Row
      *HighBox: this is the last box in this Row
      
    This template draws a circle.  Then it determins if more boxes are needed for this
      Row(Is LowBox less than HighBox), if more are needed, it recursively calls itself
      incrementing LowBox and HighBox by CMWidth.
-->
<xsl:template name="EdgeBox">
  <xsl:param name="LowBox">1</xsl:param>
  <xsl:param name="HighBox">3</xsl:param>
  <xsl:if test="$LowBox &lt;= $HighBox">
    O
  </xsl:if>
  <xsl:if test="$LowBox &lt; $HighBox">
    <xsl:call-template name="EdgeBox">
      <xsl:with-param name="LowBox"><xsl:value-of select="$LowBox + 1" /></xsl:with-param>
      <xsl:with-param name="HighBox"><xsl:value-of select="$HighBox" /></xsl:with-param>
    </xsl:call-template>
  </xsl:if>
</xsl:template>


For an example of this in a working XSL file, you can look at:
Mike.xsl
Go to the top of the page
 
+Quote Post
deurk
post Nov 4 2011, 05:48 PM
Post #2913


Moving Target
**

Group: Members
Posts: 296
Joined: 26-February 02
From: Paris, France
Member No.: 1,926



Being in the middle of a made from scratch sheet, receive my thanks (IMG:style_emoticons/default/smile.gif)
Go to the top of the page
 
+Quote Post
deurk
post Nov 4 2011, 05:53 PM
Post #2914


Moving Target
**

Group: Members
Posts: 296
Joined: 26-February 02
From: Paris, France
Member No.: 1,926



Also, is that correct or is Alcohol specialization mixed with something else?
QUOTE
<skill>
<name>Alcohol</name>
<skillgroup />
<specs>
<spec translate="">Beers</spec>
<spec translate="">Coolers</spec>
<spec translate="">Hard Liquor</spec>
<spec translate="">Wines</spec>
<spec translate="">Atlanta</spec>
<spec translate="">Cheyenne</spec>
<spec translate="">Chicago</spec>
<spec translate="">Denver</spec>
<spec translate="">Hong-Kong</spec>
<spec translate="">LA</spec>
<spec translate="">Manhattan</spec>
<spec translate="">FDC</spec>
<spec translate="">Portland</spec>
<spec translate="">Seattle</spec>
<spec translate="">Saskatoon</spec>
<spec translate="">Sacramento</spec>
<spec translate="">Quebec City</spec>
<spec translate="">Algonkian-Manitou Council</spec>
<spec translate="">Athabaskan Council</spec>
<spec translate="">Amazonia</spec>
<spec translate="">Aztlan</spec>
<spec translate="">Carribean League</spec>
<spec translate="">California Free State</spec>
<spec translate="">Pueblo Corporate Council</spec>
<spec translate="">CAS</spec>
<spec translate="">UCAS</spec>
<spec translate="">Quebec</spec>
<spec translate="">Salish-Shidhe Council</spec>
<spec translate="">Sioux</spec>
<spec translate="">Tir Tairngaire</spec>
<spec translate="">Tsimshian Protectorate</spec>
<spec translate="">Yukutan</spec>
<spec translate="">N. America</spec>
<spec translate="">S. America</spec>
<spec translate="">Antarctica</spec>
<spec translate="">Africa</spec>
<spec translate="">Western Europe</spec>
<spec translate="">Eastern Europe</spec>
<spec translate="">Northern Europe</spec>
<spec translate="">Asia - Pacific</spec>
<spec translate="">Asia - Minor</spec>
<spec translate="">Middle East</spec>
<spec translate="">Australia</spec>
</specs>
</skill>
Go to the top of the page
 
+Quote Post
KeyMasterOfGozer
post Nov 4 2011, 05:55 PM
Post #2915


Moving Target
**

Group: Members
Posts: 239
Joined: 10-February 04
Member No.: 6,068



QUOTE (deurk @ Nov 4 2011, 01:48 PM) *
Being in the middle of a made from scratch sheet, receive my thanks (IMG:style_emoticons/default/smile.gif)

You're welcomed. There is also a pretty flexible ConditionMonitor Template in my XSL file. You are welcomed to use it as well. Let me know if you come up with any cool machinations. (IMG:style_emoticons/default/smile.gif)
Go to the top of the page
 
+Quote Post
deurk
post Nov 4 2011, 05:56 PM
Post #2916


Moving Target
**

Group: Members
Posts: 296
Joined: 26-February 02
From: Paris, France
Member No.: 1,926



QUOTE (KeyMasterOfGozer @ Nov 4 2011, 05:55 PM) *
You're welcomed. There is also a pretty flexible ConditionMonitor Template in my XSL file. You are welcomed to use it as well. Let me know if you come up with any cool machinations. (IMG:style_emoticons/default/smile.gif)

Will do, both (IMG:style_emoticons/default/wink.gif)
Go to the top of the page
 
+Quote Post
Nebular
post Nov 4 2011, 06:51 PM
Post #2917


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (deurk @ Nov 4 2011, 12:38 PM) *
Specialization Exotic Melee Weapon should not exist per page 122 of SR4A.

Edit: Whohoo, specializations done, onto knowledge ones.

The Specializations in the Exotic Skills aren't the same as other Skills. They're meant to state what the Skill is actually for, like Exotic Melee Weapon (Whip) to show that the Skill is for your Whip.
Go to the top of the page
 
+Quote Post
Nebular
post Nov 4 2011, 06:53 PM
Post #2918


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (deurk @ Nov 4 2011, 12:53 PM) *
Also, is that correct or is Alcohol specialization mixed with something else?

whatevs provided me with the list of specializations for Knowledge Skills waaaay back and they seem to be alright. I believe the regions are there for regional-specialties in Alcohol; for example, Denver might have some wacky alcoholic drinks that you don't find anywhere else (same goes for other specializations that list regions).
Go to the top of the page
 
+Quote Post
deurk
post Nov 4 2011, 07:19 PM
Post #2919


Moving Target
**

Group: Members
Posts: 296
Joined: 26-February 02
From: Paris, France
Member No.: 1,926



QUOTE (Nebular @ Nov 4 2011, 06:51 PM) *
The Specializations in the Exotic Skills aren't the same as other Skills. They're meant to state what the Skill is actually for, like Exotic Melee Weapon (Whip) to show that the Skill is for your Whip.

Yes, so let's leave suggestions away like you did for exotic vehicles and exotic ranged weapon (IMG:style_emoticons/default/wink.gif)
Go to the top of the page
 
+Quote Post
deurk
post Nov 4 2011, 07:20 PM
Post #2920


Moving Target
**

Group: Members
Posts: 296
Joined: 26-February 02
From: Paris, France
Member No.: 1,926



QUOTE (Nebular @ Nov 4 2011, 06:53 PM) *
whatevs provided me with the list of specializations for Knowledge Skills waaaay back and they seem to be alright. I believe the regions are there for regional-specialties in Alcohol; for example, Denver might have some wacky alcoholic drinks that you don't find anywhere else (same goes for other specializations that list regions).

Huhu, why not, a Region specialization would have been faster than list all of those but I'll adapt to it (IMG:style_emoticons/default/nyahnyah.gif)
Go to the top of the page
 
+Quote Post
deurk
post Nov 4 2011, 07:22 PM
Post #2921


Moving Target
**

Group: Members
Posts: 296
Joined: 26-February 02
From: Paris, France
Member No.: 1,926



Picaso should be spelled Picasso (IMG:style_emoticons/default/wink.gif)
Go to the top of the page
 
+Quote Post
Nebular
post Nov 4 2011, 08:04 PM
Post #2922


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (deurk @ Nov 4 2011, 02:22 PM) *
Picaso should be spelled Picasso (IMG:style_emoticons/default/wink.gif)

Skills file has been updated to correct this.
Go to the top of the page
 
+Quote Post
Jazz
post Nov 4 2011, 08:58 PM
Post #2923


Moving Target
**

Group: Members
Posts: 196
Joined: 23-August 11
Member No.: 36,571



It seems the .zip of chummer (full install) is bugged. yesterda a friend tried to dl and unzip it and can't run it. I don't really know what was intedicted him for doing so, he didn't told me details.
Go to the top of the page
 
+Quote Post
Nebular
post Nov 4 2011, 08:59 PM
Post #2924


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



Build 242
  • attempting to Bond Foci that do not provide Improvements no longer throws an error
  • Improvement Manager now ignores all attempts to create Improvements when no Improvement information is provided
  • verify data file process now correctly ignores all custom data files
  • Skill Specializations no longer allow a value of all spaces
  • fixed the way that discounted Adept Powers are calculated and rounded (Points x Rating x Discount, rounded instead of (Points x Discount, rounded) x Rating)
  • time on Expense Entries can now be modified
  • Vehicles now show their System Rating
Go to the top of the page
 
+Quote Post
Nebular
post Nov 4 2011, 09:01 PM
Post #2925


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (Jazz @ Nov 4 2011, 03:58 PM) *
It seems the .zip of chummer (full install) is bugged. yesterda a friend tried to dl and unzip it and can't run it. I don't really know what was intedicted him for doing so, he didn't told me details.

That's usually the result of someone downloading it while I'm uploading a new copy. Usually waiting about 2-3 minutes should give it enough time to finish upload, then try again. Newest version is available and completed uploading. (IMG:style_emoticons/default/smile.gif)
Go to the top of the page
 
+Quote Post

153 Pages V  « < 115 116 117 118 119 > » 
Closed TopicStart new topic

 



RSS Lo-Fi Version Time is now: 10th March 2025 - 02:56 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.