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Wizard_Thoarin
post May 14 2011, 08:47 PM
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Out of curiosity, if you select a skill and then specify a specialization in the drop down window and that specialization ends up beyond rank 5 does it mess up the ability to choose two skills at rank 5 or one skill at rank 6? On the modified Bounty Hunter I'm entering for another player in my campaign it won't let me raise the two skills he has at rank 5 past rank 4 on the dial. The only thing I can think of that would prevent the 1 skill at rank 6 or 2 skills at rank 5 for starting characters would be if specializations is messing it up some how.

I think I'm going to ask over on the Catalyst Shadowrun forums about the Runners Toolkit issue... I've seen them make mistakes in their PDF version that gets corrected before the Hard Copy comes out.

By the way, there is an errata thread over on the Catalyst Shadowrun forums for Runners Toolkit, It's not too big yet only a single page but I posted my question there.
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LonePaladin
post May 14 2011, 09:01 PM
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QUOTE (Wizard_Thoarin @ May 14 2011, 03:47 PM) *
Out of curiosity, if you select a skill and then specify a specialization in the drop down window and that specialization ends up beyond rank 5 does it mess up the ability to choose two skills at rank 5 or one skill at rank 6?

Just tested this myself, it works fine. Specialization doesn't affect the actual rank of a skill, just the number of dice you roll. If it's not letting you move those skills to 5, then you've got something else in your skill list that's already at the maximum.
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Wizard_Thoarin
post May 14 2011, 09:52 PM
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QUOTE (LonePaladin @ May 14 2011, 01:01 PM) *
Just tested this myself, it works fine. Specialization doesn't affect the actual rank of a skill, just the number of dice you roll. If it's not letting you move those skills to 5, then you've got something else in your skill list that's already at the maximum.


Ok, caught it... somehow the First Aid 3 got bumped up to 6... probably due to use of the mouse wheel. Thanks for the test though.

I am getting an unusual error message when I open the character I was working on now though.... Character can't have more the 35 BP in Positive Qualities... The thing is, except for the Minotaur Racial qualities, I've only spent 30 BP on the character unless I'm just not seeing a check mark somewhere.

Minotaur Racial:
Metagenetic Improvement (Body)
Thermographic Vision {checked and greyed out for some reason}
Goring Horns {checked and greyed out for some reason}

Chosen Positive Improvements:
Animal Empathy +10
Quick Healer +10
Resistance to Pathogens & Toxins +10

Chosen Negative Qualities (to be complete):
Gremlins (1) -5
SINner (standard) -5
Uncouth -20
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ggodo
post May 14 2011, 10:46 PM
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I may be missing it, but where is the Adept Way cost applied?
I think it's a 10 point quality. I can get the discounts like a way, but I can't find the quality.
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LonePaladin
post May 14 2011, 10:49 PM
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The inherent qualities are greyed out because you can't change them. (You can't remove Goring Horns, f'rinstance.)

You've got something checked elsewhere. Try pulling up a print-preview and looking at the list of qualities.
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Wizard_Thoarin
post May 14 2011, 11:10 PM
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My character sheet lists:

Animal Empathy
Gremlins (rating 1)
Quick Healer
Resistance to Pathogens and Toxins
Sinner (standard)
Uncouth

And I don't see the Minotaur racial qualities listed at all on the Character Sheet.
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Wizard_Thoarin
post May 14 2011, 11:29 PM
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I have a couple other question right now though.

1. It looks like knowledge skills are treating anything you put in the second drop down box as a specialization. Unless I'm missing something, broad knowledge skills require a concentration (or specialization if you will) and don't receive any bonus (+2) from the specification. Example Trids -> Cop 3 shows on the character sheet

Trids (cop) pool 6(8 ), rating 3, attribute 3.

2. Early on in this discussion, Custom data was brought up with adding custom xml files to hold the user data so that we don't loose any custom data we enter later on when update the base xml data files. Has this been implemented and have you settled on a file name or file names that the program recognizes for us to put our custom data in? I'm sure the format for the custom data will follow the same format as the xml file it is based on so looking up examples shouldn't be a problem. Just wanted to know how we should enter our custom data or is

if all we need to do is append Custom_ in front of the base xml file name like Custom_Armor.xml in order to enter custom armor and that works for all the other files that would be great to know.

Anyway, I'd like to be able to enter some custom spells I created once I convert then from the way they worked in Shadowrun 2. But I don't want to loose them or have to continually paste them back into the base xml file after an update.
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longbowrocks
post May 14 2011, 11:34 PM
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Is vision enhancement (in the vision enhancement category from the core book) in there? I don't see it. Or any items from that section of the book for that matter.
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Nebular
post May 14 2011, 11:47 PM
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QUOTE (longbowrocks @ May 14 2011, 06:34 PM) *
Is vision enhancement (in the vision enhancement category from the core book) in there? I don't see it. Or any items from that section of the book for that matter.

Yes, they are there. They must be added as plugins to an existing piece of Gear since they cannot be taken on their own, so you won't see the category until you're adding a plugin to something that can accept them (such as Binoculars).
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Nebular
post May 14 2011, 11:49 PM
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QUOTE (Wizard_Thoarin @ May 14 2011, 06:29 PM) *
I have a couple other question right now though.

1. It looks like knowledge skills are treating anything you put in the second drop down box as a specialization. Unless I'm missing something, broad knowledge skills require a concentration (or specialization if you will) and don't receive any bonus (+2) from the specification. Example Trids -> Cop 3 shows on the character sheet

Trids (cop) pool 6(8 ), rating 3, attribute 3.

2. Early on in this discussion, Custom data was brought up with adding custom xml files to hold the user data so that we don't loose any custom data we enter later on when update the base xml data files. Has this been implemented and have you settled on a file name or file names that the program recognizes for us to put our custom data in? I'm sure the format for the custom data will follow the same format as the xml file it is based on so looking up examples shouldn't be a problem. Just wanted to know how we should enter our custom data or is

if all we need to do is append Custom_ in front of the base xml file name like Custom_Armor.xml in order to enter custom armor and that works for all the other files that would be great to know.

Anyway, I'd like to be able to enter some custom spells I created once I convert then from the way they worked in Shadowrun 2. But I don't want to loose them or have to continually paste them back into the base xml file after an update.

I'm not seeing anything in the SR4A book that says that some Knowledge Skills require a concentration and don't grant a Specialization bonus. In the event that they do, this would be something that you would simply put in the Knowledge Skill's name itself, giving you the option of allowing a Specialization in it later if your GM allows.

Yes, custom data files are supported. The file names just start with "custom_", so custom Armor would be "custom_armor.xml". I have a quick overview on creating custom data files and all of the data files themselves up on the Chummer Wiki: http://www.dndjunkie.com/chummer/wiki/
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longbowrocks
post May 14 2011, 11:50 PM
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QUOTE (Nebular @ May 14 2011, 03:47 PM) *
Yes, they are there. They must be added as plugins to an existing piece of Gear since they cannot be taken on their own, so you won't see the category until you're adding a plugin to something that can accept them (such as Binoculars).

Thanks. I just came back to say I found them, and you had already responded. That's fast!
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Nebular
post May 14 2011, 11:53 PM
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QUOTE (Wizard_Thoarin @ May 14 2011, 06:10 PM) *
My character sheet lists:

Animal Empathy
Gremlins (rating 1)
Quick Healer
Resistance to Pathogens and Toxins
Sinner (standard)
Uncouth

And I don't see the Minotaur racial qualities listed at all on the Character Sheet.

Can you send me your save file (nebular@shaw.ca) so I can take a look and see what's misbehaving? (IMG:style_emoticons/default/smile.gif)
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Nebular
post May 14 2011, 11:55 PM
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QUOTE (ggodo @ May 14 2011, 05:46 PM) *
I may be missing it, but where is the Adept Way cost applied?
I think it's a 10 point quality. I can get the discounts like a way, but I can't find the quality.

They should appear in the Positive Qualities list, provided you have gone into the Options and added The Way of the Adept to your list of approved source books. They should be in with the other Qualities staring with "T" (it sorts it by first letter, regardless of starting with "the" or not). They should appear as "The Artisan's Way", "The Artist's Way", "The Athelete's Way", "The Burnout's Way", "The Invisible Way", and so on.
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Nebular
post May 14 2011, 11:57 PM
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QUOTE (LonePaladin @ May 14 2011, 03:28 PM) *
I'll try that this evening.

In the meantime, there's another little add-on I'd like to see added to the sourcebook list: Digital Grimoire. (Can't finish the original PACKS document without it.)

I've made some entries in a custom-packs.xml file for testing, and it doesn't seem to be appearing on the list of options. Perhaps the program isn't reading it?

I will likely have another small update later tomorrow which will add in the Digital Grimoire, hopefully fix the screen size issue once and for all (I can hope! (IMG:style_emoticons/default/biggrin.gif) ), and the Traditions filtering by source book.
Did you call the file "custom-packs.xml" or "custom_packs.xml"? It looks for "custom_" with an underscore.
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Wizard_Thoarin
post May 15 2011, 12:53 AM
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I've sent the problem character.
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Wizard_Thoarin
post May 15 2011, 01:00 AM
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I guess on knowledge skills I should never mind... there is just a note that the specific knowledge skill shouldn't be too broad and the specialization should be significantly narrower then the base skill. I guess its a GM balancing Act.

But I think I'm going to go through and add things like Hangouts and a few other things that look like standard knowledge skills that I don't see in the list.

I still think it would be nice to filter the list in the first drop down window by selecting the type Language, Professional, Street, etc that you can select in the third drop down box.
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longbowrocks
post May 15 2011, 04:53 AM
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This time I've done a little looking, and I'm pretty sure I have a valid question. Where is empathy software/emotitoys? I tried finding empathy software for my trideo camera, but I didn't see it in the plugins.
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Nebular
post May 15 2011, 07:12 AM
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QUOTE (longbowrocks @ May 14 2011, 10:53 PM) *
This time I've done a little looking, and I'm pretty sure I have a valid question. Where is empathy software/emotitoys? I tried finding empathy software for my trideo camera, but I didn't see it in the plugins.

Doesn't look like I've added these. I know I've seen 'em somewhere, but can't remember which book(s) they were in. Do you recall where they are?
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Nebular
post May 15 2011, 07:18 AM
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QUOTE (Wizard_Thoarin @ May 14 2011, 06:53 PM) *
I've sent the problem character.

Found the problem. While the application is loading, it's is still doing the rule validation check for Qualities, but doesn't know about Qualities gained from the Metatype at that point, so it throws them in with the other Positive Qualities and complains because it thinks you've spent too much. I've told it to shut up and mind its own business while the character is being loaded. (IMG:style_emoticons/default/smile.gif) This will be in the next update.
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longbowrocks
post May 15 2011, 07:20 AM
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QUOTE (Nebular @ May 14 2011, 11:12 PM) *
Doesn't look like I've added these. I know I've seen 'em somewhere, but can't remember which book(s) they were in. Do you recall where they are?

No problem, and thanks for asking.
Emotitoys: AR 57
Empathy software: AR 60
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Nebular
post May 15 2011, 07:40 AM
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Well, I think I missed the Empathy Software because it wasn't in an actual table. No idea why I passed over the Drones, but they're both in and will be part of the next update. Empathy Software is both a plugin for Vehicle Sensors and a part of the Vision Enhancements Category in Gear. I've also added the household Drones from Runner's Companion.
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Wizard_Thoarin
post May 15 2011, 08:04 AM
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Sustaining Foci should have a drop down window that has the user select the category of spell they can sustain (Combat, Detection, Health, Illusion, or Manipulation). Currently they don't give you the option to specify the category of spell they can sustain.

Shouldn't Spell Formulae have you pick a specific spell as well as the category?

I'm working on a prime runner ghoul-mage that has recently purchased some magical formulae that he's planning on adding to his repertoire. But since he won't be able to spend the karma on them before the players fight him, they will end up as loot for the players.
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Nebular
post May 15 2011, 08:27 AM
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Gear will be updated to have a Counterspelling, Spellcasting, and Sustaining Foci for each of the Categories.
Adding a Formula will also ask for a Spell to be selected (though it doesn't ask you to pick an Attribute or enter text for Spells like Demolish [Object]) - this will need to be picked once the character actually adds the Spell to their repertoire.
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Nebular
post May 15 2011, 05:08 PM
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Build 81
  • added support for <selectspell /> to Improvement Manager which asks the character to select a Spell
  • added Revision History to the Help menu to view the revision history of the application
  • added Spells, Gear, Traditions, and Powers from Digital Grimoire
  • added Empathy Software and Emotitoys from Arsenal
  • added Lifestyle Drones from Runner's Companion
  • broke Counterspelling, Spellcasting, and Sustaining Foci into multiple items for each Spell Category
  • Combat, Detection, Health, Illusion, and Manipulation Spell Formulae now ask for a Spell to be selected
  • window contents immediately resize when the Create and Career windows open to accommodate smaller screen sizes and eliminate the need for manually resizing the window to trigger this
  • loading a character with Qualities gained through a Metatype no longer cause the application to complain about spending too much on Positive/Negative Qualities
  • Active and Knowledge Skills are no longer limited by the character creation rules in Career Mode
  • adding Enemies during Career Mode no longer attempts to check that you are within Negative Quality BP limits
  • Magic Traditions list now filters on source book
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Wizard_Thoarin
post May 15 2011, 07:51 PM
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Small request, that isn't critical in any way... but can we get a predefined split in the character sheet for printing across two or more pages if the character sheet goes onto those extra pages. I don't know what would be involved especially if you have to format for both U.S.A. Letter and European A4 paper sizes. It just kind of sucks when one of the tables splits the information and runs across two pages.
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