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#3026
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Target ![]() Group: Members Posts: 13 Joined: 2-October 11 Member No.: 39,588 ![]() |
One bug:
When you have a something selected on the weapons tab, and then select a mod or accessory of another weapon, the Ranges listed on the right are for the previously selected weapon, and it only corrects itself when you select another weapon. One request: On the weapons tab, would it be possible to have weapon accessories and modifications show their mount point (for accessories) or slot cost (for mods) when you select them? They show up fine when you're on the Add Accessory/Mod dialog. |
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#3027
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,507 Joined: 11-November 08 Member No.: 16,582 ![]() |
The Ares HVBR should only get RC 4 not 4(5).
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#3028
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
The Ares HVBR should only get RC 4 not 4(5). When I add it it shows 3(4) which. A Weapon lists its RC based on the Accessories and Mods that are currently marked as being installed. The catch is that it has a Stock which has an RC of (1) since they can be removed. |
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#3029
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
One bug: When you have a something selected on the weapons tab, and then select a mod or accessory of another weapon, the Ranges listed on the right are for the previously selected weapon, and it only corrects itself when you select another weapon. One request: On the weapons tab, would it be possible to have weapon accessories and modifications show their mount point (for accessories) or slot cost (for mods) when you select them? They show up fine when you're on the Add Accessory/Mod dialog. Both will be fixed in the next update. |
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#3030
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,507 Joined: 11-November 08 Member No.: 16,582 ![]() |
If the stock can be removed and the text says nothing about folding or detaching, it should be 2(4). The shock pad cannot be used if you do not have a stock.
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#3031
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Yeah, this is where I'm starting to wonder if I should just show the Weapon's current RC without the brackets. The Weapons that all list things like 2(3) show what its base RC is and its possible RC are with all of its attachments in place, but if the app lets you pick which attachments you're currently using, it would make sense to me to just show a flat RC based on whatever you currently have installed. Currently if you remove the Stock from the HVBR, its RC drops to 3 since it is no longer being included in the RC calculation. If you removed the Shock Pad instead, it would drop to 2(3) since the Shock Pad is a "fixed" value while the Stock is an "optional" one. (IMG:style_emoticons/default/nyahnyah.gif)
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#3032
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Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 ![]() |
On the character sheet, contact type is untranslated
Same thing for qualities |
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#3033
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Moving Target ![]() ![]() Group: Members Posts: 239 Joined: 10-February 04 Member No.: 6,068 ![]() |
k. The output will stay as is then since the rest of the application itself expects the Condition Monitor stuff to be in the state it currently is in. Looks like the XSLT file will just need to be changed then. I've updated the ConditionMonitor template and have uploaded them for distribition. I updated my Chummer, and I got updated copies of "Shadowrun 4 Base.xslt" and "Vehicle Block.xsl" , but I did not get a copy of "". I'm not sure if that was a problem because I already had a copy of "ConditionMonitor.xslt" in my folder, or if the file isn't in the updater. |
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#3034
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 ![]() |
If you create a Cyberware Suite and put it into an existing file chummer removes the tabs and carriage returns from existing data.
In my case I had some custom cyberware, and the cyberwares section lost all tabs and carriage returns. |
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#3035
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 ![]() |
Question: Cyberware Commlinks.
How do you show within the Cyberware tab which commlink was put in? Do you need to purchase it on the gear tab and put a note saying it's the cyberware one? |
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#3036
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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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#3037
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Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 ![]() |
Could the Incompetent trait be taken into account for skills ratings calculation and appear as such? It would be nice to have it displayed on a character sheet. Today, one has to remember which skill it's for, and it still displays it can be defaulted on (which is wrong).
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#3038
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Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 ![]() |
Could we get in the character xml the type of ammunition loaded. I see that weapon stats are affected by it but I do not see any reference to what type it is.
Thanks! |
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#3039
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Question: Cyberware Commlinks. How do you show within the Cyberware tab which commlink was put in? Do you need to purchase it on the gear tab and put a note saying it's the cyberware one? Yeah, the Commlink itself needs to be added to the character's Gear separately. |
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#3040
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Could we get in the character xml the type of ammunition loaded. I see that weapon stats are affected by it but I do not see any reference to what type it is. Thanks! Sure. I'll add a <currentammo /> node to the Weapon information which will give the name of the Ammo that is currently active and affect its stats. |
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#3041
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Moving Target ![]() ![]() Group: Members Posts: 239 Joined: 10-February 04 Member No.: 6,068 ![]() |
Sure. I'll add a <currentammo /> node to the Weapon information which will give the name of the Ammo that is currently active and affect its stats. Could you also add the AP and damage mods of ammo in the gear node for the ammo? In the printout, I would like to list the ammo available for this weapon. I can match "weapon/category" to get a list of "../../gears/gear[category = 'Ammunition' extra = $category]" and use that to display a list of ammos for this weapon with their location and mods to the shot. For what it's worth, I don't like to use the "Loaded" option because, my characters always carry a couple of different types of ammo depending on the situation. |
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#3042
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 ![]() |
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#3043
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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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#3044
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 ![]() |
Those stats are still not in the XML, so there is no way currently to access that for the printout They should be in some way. They are being displayed on the vehicle tab when you select the vehicle. And the mods for them are updating the stats that are being displayed. |
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#3045
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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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#3046
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Could you also add the AP and damage mods of ammo in the gear node for the ammo? In the printout, I would like to list the ammo available for this weapon. I can match "weapon/category" to get a list of "../../gears/gear[category = 'Ammunition' extra = $category]" and use that to display a list of ammos for this weapon with their location and mods to the shot. For what it's worth, I don't like to use the "Loaded" option because, my characters always carry a couple of different types of ammo depending on the situation. They're already there. <weaponbonusdamage /> exists if the Weapon's DV is modified, and <weaponbonusap /> exists if the AP is modified. |
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#3047
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Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 ![]() |
Could you also add the AP and damage mods of ammo in the gear node for the ammo? In the printout, I would like to list the ammo available for this weapon. I can match "weapon/category" to get a list of "../../gears/gear[category = 'Ammunition' extra = $category]" and use that to display a list of ammos for this weapon with their location and mods to the shot. Would be nice indeed. EDIT: Ooops. answered already (IMG:style_emoticons/default/nyahnyah.gif) |
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#3048
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Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 ![]() |
Nebular, for focuses, spells and powers that have non permanent effects (+2 skills, +1 attribute or thing like that), could it be possible to have a checkbox to toggle the effect on stats on and off like armors today have? That would be really convenient to have in play.
In that regard, having a "Generic modifiers" tab with the possibility to add global modifiers (rain or distance to target) for example that you could toggle on and off as well would rock. Just something blank that one could fill up and where one could select level of modifier. |
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#3049
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Moving Target ![]() ![]() Group: Members Posts: 116 Joined: 19-February 10 From: San Antonio, TX Member No.: 18,180 ![]() |
... In that regard, having a "Generic modifiers" tab with the possibility to add global modifiers (rain or distance to target) for example that you could toggle on and off as well would rock. Just something blank that one could fill up and where one could select level of modifier. Maybe just a modifiers tab, specific lists of related modifiers (i.e. Combat mods, drug/toxin mods, etc.) Something I thought about that might be neat is a "Calendar" tab. Maybe something simple, like the Missions calendar to start with. So we can keep track of that type of info directly in Chummer. |
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#3050
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Moving Target ![]() ![]() Group: Members Posts: 423 Joined: 18-August 08 From: Dear lord help me, Maryland Member No.: 16,254 ![]() |
Hey, Nebular! I just updated Chummer here at work and when I try to launch it, I get an error saying:
"Default Language Missing! Could not load default language file!" Any ideas? EDIT: FWIW, I downloaded the zip file and it ran with no issues. Bad download, maybe? |
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Lo-Fi Version | Time is now: 10th March 2025 - 03:38 AM |
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