My Assistant
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Nov 21 2011, 06:51 PM
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#3201
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 5,051 Joined: 3-October 09 From: Kohle, Stahl und Bier Member No.: 17,709 |
Well, fixing the AK-127 turned out to be difficult because Chummer considers the two drum sizes to be separate mods (probably to account for concealability), so I would have had to make two different AK-127s, one with 50 and one with 100 rd mags. I rather decided to leave it as it is.
Another change I DID make and you will probably want to know about is the Sternschutz ZK cyber suite: The description in the book says it includes Wired Reflexes 1, but from the price/Essence it becomes apparent that it's supposed to be Reaction Enhancers one. I edited the suite accordingly, but maybe you want to include Reflexes and adjust the other stats, or just leave it as it is... CODE <?xml version="1.0" encoding="UTF-8"?> <pseudoroot> <!-- weapons xml --> <weapons> <weapon> <name>Enfield Merlin</name> <category>Heavy Pistols</category> <type>Ranged</type> <reach>0</reach> <damage>5P</damage> <ap>-1</ap> <mode>SA</mode> <rc>0</rc> <ammo>6(cy)</ammo> <conceal>0</conceal> <avail>9R</avail> <cost>625</cost> <allowaccessory>true</allowaccessory> <accessorymounts> <mount>Barrel</mount> <mount>Top</mount> </accessorymounts> <mods> <mod>Ammo Skip System</mod> <mod>Smartgun System</mod> </mods> <source>ARG</source> <page>0</page> </weapon> </weapons> <!-- gear.xml --> <gears> <gear> <name>Ammo: AS-113o Dart</name> <category>Ammunition</category> <addoncategory>Drugs</addoncategory> <addoncategory>Toxins</addoncategory> <rating>0</rating> <avail>9R</avail> <costfor>1</costfor> <cost>9</cost> <source>ARG</source> <page>0</page> </gear> </gears> <armors> <armor> <name>Anielski-Joop Reconquista Overcoat</name> <category>Clothing</category> <b>+3</b> <i>+2</i> <armorcapacity>0</armorcapacity> <mods> <name rating="3">Chemical Protection</name> </mods> <avail>10</avail> <cost>2000</cost> <source>ARG</source> <page>0</page> </armor> <armor> <name>dressCODE CYBERPIRATE Jacket</name> <category>Clothing</category> <b>+3</b> <i>+2</i> <armorcapacity>0</armorcapacity> <mods> <name rating="2">Chemical Protection</name> </mods> <avail>7</avail> <cost>500</cost> <source>ARG</source> <page>0</page> </armor> <armor> <name>SK Myrmidon Armor</name> <category>Military Grade Armor</category> <b>16</b> <i>14</i> <armorcapacity>10</armorcapacity> <avail>24F</avail> <cost>32500</cost> <addmodcategory>Chemical Seal</addmodcategory> <addmodcategory>Military Grade Armor</addmodcategory> <mods> <name>Chemical Seal</name> <name rating="3">Thermal Damping</name> <name>Articulated Weapon Arm</name> </mods> <source>ARG</source> <page>0</page> </armor> <armor> <name>SK Myrmidon Helmet</name> <category>Helmets and Shields</category> <addoncategory>Vision Enhancements</addoncategory> <addoncategory>Audio Enhancements</addoncategory> <b>+2</b> <i>+2</i> <armorcapacity>3</armorcapacity> <avail>24F</avail> <cost>15000</cost> <gears> <usegear>Ultrasound</usegear> <usegear>Olfactory Sensor</usegear> </gears> <source>ARG</source> <page>0</page> </armor> </armors> <!-- vehicles.xml --> <vehicles> <vehicle> <name>BMW Trollhammer w/ Metahuman Adaptation (Chopper)</name> <category>Bikes</category> <handling>2</handling> <accel>10/30</accel> <speed>135</speed> <pilot>1</pilot> <body>8</body> <armor>5</armor> <sensor>1</sensor> <devicerating>3</devicerating> <avail>0</avail> <cost>10500</cost> <mods> <name>Metahuman Adjustment, Troll</name> </mods> <gears> <gear>Vehicle Sensor</gear> </gears> <source>ARG</source> <page>0</page> </vehicle> </vehicles> <vehicle> <name>Mercedes Multimog Greif (Command Vehicle)</name> <category>Military, Security and Medical Craft</category> <handling>-1</handling> <accel>10/25</accel> <speed>110</speed> <pilot>3</pilot> <body>16</body> <armor>16</armor> <sensor>3</sensor> <devicerating>4</devicerating> <avail>22R</avail> <cost>88700</cost> <mods> <name>Drone Rack, Small Landing</name> <name>Drone Rack, Small Landing</name> <name rating="2">ECM</name> <name rating="2">ECCM</name> <name rating="6">Personal Armor</name> <name>Life Support Level 1</name> <name>Satellite Communication</name> <name>Gun Port</name> <name>Gun Port</name> </mods> <gears> <gear>Vehicle Sensor</gear> <gear rating="2">ECCM</gear> </gears> <source>ARG</source> <page>0</page> </vehicle> <!-- cyberware.xml --> <suite> <name>NeoNET/Spin-X Sternschutz Standard ZK</name> <grade>Standard</grade> <cyberwares> <cyberware> <name>Commlink</name> </cyberware> <cyberware> <name>Smartlink</name> </cyberware> <cyberware> <name>Datajack</name> </cyberware> <cyberware> <name>Bone Lacing (Kevlar)</name> </cyberware> <cyberware> <name>Reaction Enhancers</name> <rating>1</rating> </cyberware> </cyberwares> </suite> <suite> <name>NeoNET/Spin-X Sternschutz Alpha ZK</name> <grade>Alphaware</grade> <cyberwares> <cyberware> <name>Commlink</name> </cyberware> <cyberware> <name>Smartlink</name> </cyberware> <cyberware> <name>Datajack</name> </cyberware> <cyberware> <name>Bone Lacing (Kevlar)</name> </cyberware> <cyberware> <name>Reaction Enhancers</name> <rating>1</rating> </cyberware> </cyberwares> </suite> </pseudoroot> PS: While I'm at it, how the hell do I remove a weapon from a weapon mount (not delete it, move to my inventory)? I'm quite sure it worked some time ago and now I can't find the darned option... |
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Nov 22 2011, 01:11 AM
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#3202
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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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Nov 22 2011, 01:25 AM
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#3203
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Well, fixing the AK-127 turned out to be difficult because Chummer considers the two drum sizes to be separate mods (probably to account for concealability), so I would have had to make two different AK-127s, one with 50 and one with 100 rd mags. I rather decided to leave it as it is. Another change I DID make and you will probably want to know about is the Sternschutz ZK cyber suite: The description in the book says it includes Wired Reflexes 1, but from the price/Essence it becomes apparent that it's supposed to be Reaction Enhancers one. I edited the suite accordingly, but maybe you want to include Reflexes and adjust the other stats, or just leave it as it is... CODE ... Stuff! ... PS: While I'm at it, how the hell do I remove a weapon from a weapon mount (not delete it, move to my inventory)? I'm quite sure it worked some time ago and now I can't find the darned option... Thanks! I've updated the data files to include the changes you provided. As for the Weapons, you currently cannot move things from a Vehicle to your inventory. I'm hoping to get around to adding support for moving Gear between a character and Vehicles. I'll add transferring Weapons to the list as well. |
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Nov 22 2011, 04:35 AM
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#3204
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Target ![]() Group: Members Posts: 18 Joined: 16-June 08 From: Council Bluffs, IA Member No.: 16,058 |
Sooo... I'm not the most tech savvy person in the world, but I want to make a shapeshifter for an animal that's not in the list. How would I go about doing that?
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Nov 22 2011, 04:44 AM
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#3205
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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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Nov 22 2011, 07:25 AM
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#3206
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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 |
Weapons file has been updated to add missing Smartgun Mods for the HK Urban Fighter and HK Urban Combat, as well as letting them have Accessories. Ah, that reminds me of another little bug. The Nitama Optimum II assault rifle has an underbarrel shotgun that, unlike other underbarrel weapons, is not in the weapons list. -CJ |
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Nov 22 2011, 08:37 AM
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#3207
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Target ![]() Group: Members Posts: 82 Joined: 4-July 11 From: The Hive Metaplan Member No.: 32,709 |
Some problem when creating a ghoul character: * Ghouls are blind, so i must loose the low-light or thermographic vision of metahuman type/variants. * when adding cyberware, i can't drop the magic score to zero. It always cost more karma keeping magic to 1. And cybereyes must also lead to loose the metatype/variant special vision Hello, could you enable user to manually remove special visions of metahuman type/variants? and could you enable user to burn the last magic point they have if they want it? PS: i know my english is horrible, sorry about it, buggy cracked linguasoft... |
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Nov 22 2011, 04:49 PM
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#3208
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 5,051 Joined: 3-October 09 From: Kohle, Stahl und Bier Member No.: 17,709 |
As for the Weapons, you currently cannot move things from a Vehicle to your inventory. I'm hoping to get around to adding support for moving Gear between a character and Vehicles. I'll add transferring Weapons to the list as well. I'm pretty sure I did swap a drone weapon a couple of weeks ago, but probably I used Oxygen and misremembered (IMG:style_emoticons/default/wink.gif) And I introduced a stupid bug, the Greif now has ECCM once under <mods> and once under <gears>. Needs to be reverted to having the ECCM just under <gears> (IMG:style_emoticons/default/embarrassed.gif) |
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Nov 22 2011, 08:07 PM
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#3209
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
I'm pretty sure I did swap a drone weapon a couple of weeks ago, but probably I used Oxygen and misremembered (IMG:style_emoticons/default/wink.gif) And I introduced a stupid bug, the Greif now has ECCM once under <mods> and once under <gears>. Needs to be reverted to having the ECCM just under <gears> (IMG:style_emoticons/default/embarrassed.gif) I noticed that when I was adding the changes you provided and left out the Vehicle Mod version of ECCM sincie it doesn't exist, so the file I have posted is okay. (IMG:style_emoticons/default/biggrin.gif) |
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Nov 22 2011, 08:10 PM
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#3210
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Sooo... I'm not the most tech savvy person in the world, but I want to make a shapeshifter for an animal that's not in the list. How would I go about doing that? You would need to create a custom data file for Metatypes, then add the necessary XML. The easiest way to do this is to copy the existing metatypes.xml file to another file called custom_metatypes.xml. Edit the file in a text editor like Notepad. Remove the <version> line and strip out everything except for one of the Shapeshifters. From there you can change the Attributes, Qualities, Critter Powers, and the like for your desired Shifter. The Chummer Wiki lists all of the tags for the Metatypes XML file if you want to see all of the possibilities. |
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Nov 22 2011, 08:12 PM
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#3211
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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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Nov 22 2011, 08:13 PM
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#3212
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Hello, could you enable user to manually remove special visions of metahuman type/variants? and could you enable user to burn the last magic point they have if they want it? PS: i know my english is horrible, sorry about it, buggy cracked linguasoft... Both of these are in my to do list, so I'll eventually get around to looking at them. (IMG:style_emoticons/default/smile.gif) I'll have an update ready a little later today that should clear some stuff off of that list at least. |
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Nov 22 2011, 10:08 PM
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#3213
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Build 250
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Nov 23 2011, 12:27 AM
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#3214
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Target ![]() Group: Members Posts: 18 Joined: 16-June 08 From: Council Bluffs, IA Member No.: 16,058 |
Thank you for all of the help!!!
I just have one question. When I try to add more than just the baseline metatypes to metavarients, it won't accept the file. Is this impossible to do? |
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Nov 23 2011, 06:29 AM
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#3215
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 |
Any chance the version of Chummer can be coded into character save files? After this last update I've got several that now generate an error upon loading, where the skill groups, knowledge skills, and in the case of adepts their powers, all are lost. Even re-saving the file does not change this issue. Mostly for curiosity as to what version of Chummer the file was saved under, even if this is only visible if opened in Notepad.
Here's what looks like relevant data from the error that appears: System.NullReferenceException: Object reference not set to an instance of an object. at Chummer.CharacterOptions.LanguageBookLong(String strCode) at Chummer.SkillControl.set_SkillName(String value) at Chummer.frmCreate.frmCreate_Load(Object sender, EventArgs e) at System.Windows.Forms.Form.OnLoad(EventArgs e) at System.Windows.Forms.Form.OnCreateControl() at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible) at System.Windows.Forms.Control.CreateControl() at System.Windows.Forms.Control.WmShowWindow(Message& m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.WndProc(Message& m) at System.Windows.Forms.Form.WmShowWindow(Message& m) at System.Windows.Forms.Form.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) |
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Nov 23 2011, 02:23 PM
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#3216
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Any chance the version of Chummer can be coded into character save files? After this last update I've got several that now generate an error upon loading, where the skill groups, knowledge skills, and in the case of adepts their powers, all are lost. Even re-saving the file does not change this issue. Mostly for curiosity as to what version of Chummer the file was saved under, even if this is only visible if opened in Notepad. Here's what looks like relevant data from the error that appears: That's weird. I've made a quick fix for the current build you can try: http://www.dndjunkie.com/dev/chummer/ChummerFixed.zip. Let's see if that takes care of the problem. |
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Nov 23 2011, 02:35 PM
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#3217
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Thank you for all of the help!!! I just have one question. When I try to add more than just the baseline metatypes to metavarients, it won't accept the file. Is this impossible to do? If your custom Shapeshifter shows up in the Metatype list but blows up when you try to actually use it, I think I know what the snag is. I'm guessing you're also changing the Shift (whatever) Power to match your Metavariant (for example Shift (Gnome)), but the Critter Power doesn't exist so the application freaks out. Here's an example of the full XML for a custom Shapeshifter Metatype (with Gnome Metavariant) and the custom Critter Power it would need as well (I usually find working example to be the most useful): custom_metatypes.xml: [ Spoiler ] custom_critterpowers.xml: [ Spoiler ]
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Nov 23 2011, 03:33 PM
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#3218
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Target ![]() Group: Members Posts: 18 Joined: 16-June 08 From: Council Bluffs, IA Member No.: 16,058 |
Yep, that was it. Thanks. (IMG:style_emoticons/default/cyber.gif)
I also discovered that it didn't like the umlaut 'e' characters in the power name. Everywhere else was fine with them. (IMG:style_emoticons/default/indifferent.gif) |
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Nov 23 2011, 04:50 PM
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#3219
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Moving Target ![]() ![]() Group: Members Posts: 196 Joined: 23-August 11 Member No.: 36,571 |
From creation mode, checking the "ready" check and trying to save in order to go into carrier mode, exeption.
[ Spoiler ] I also have this error on a second character, here's the report : [ Spoiler ] It seems to be the same error. I can provide the second character sheet if you like, Nebular (the first is a bug someone told to me). I can get rid of the error when removing all vehicles + stuff + weapons + armor + cyberware and bioware I think. |
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Nov 23 2011, 05:22 PM
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#3220
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
From creation mode, checking the "ready" check and trying to save in order to go into carrier mode, exeption. It seems to be the same error. I can provide the second character sheet if you like, Nebular (the first is a bug someone told to me). I can get rid of the error when removing all vehicles + stuff + weapons + armor + cyberware and bioware I think. If you could email me the save file for the character you can get, that'd be helpful (nebular@shaw.ca). |
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Nov 23 2011, 06:43 PM
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#3221
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
This is intended. While you may be acquiring the item for free, such as stealing it from someone or just taking it off of a corpse, the item itself still has an inherent value, meaning you can turn around and sell it based on the price you enter. For example, if I were to take a BTL worth 200Y off of someone, I'd add the item to the character, mark it as free, and enter 200 in the value window. This means I could turn around and sell the item for whatever percentage the buyer is giving me of that 200Y value. But you could end up getting more or less than you enter after negotiations and some dice rolls. |
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Nov 23 2011, 06:48 PM
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#3222
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
But you could end up getting more or less than you enter after negotiations and some dice rolls. That's why when you sell something it asks for a percentage and then gives you X% of the item's value (from 0% for getting hosed to 9999% for making your buyer believe it's an artifact from Dunkelzahn himself). (IMG:style_emoticons/default/biggrin.gif) |
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Nov 23 2011, 10:09 PM
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#3223
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Not a whole lot to this one, but it does address a rather ugly problem that came up if you're using French and trying to move your character over to Career Mode that needed to be fixed ASAP.
Build 251
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Nov 24 2011, 02:15 AM
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#3224
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Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
There's a little typo in your Tip_ArmorDegradationBPlus string (IMG:style_emoticons/default/wink.gif)
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Nov 24 2011, 03:50 AM
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#3225
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
There's a little typo in your Tip_ArmorDegradationBPlus string (IMG:style_emoticons/default/wink.gif) Whoops! Fixed! |
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Lo-Fi Version | Time is now: 13th April 2022 - 04:00 PM |
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