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> Chummer Character Generator
Sengir
post Nov 21 2011, 06:51 PM
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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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Nebular
post Nov 22 2011, 01:11 AM
Post #3202


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QUOTE (deurk @ Nov 20 2011, 11:00 PM) *
  • Carrier mode allows player to add/remove edge points but does not display current edge on character sheets

It does display the character's current Edge. If you have EDG 2 and spent 1, EDG appears at 2 (1) like any other augmented Attribute.
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Nebular
post Nov 22 2011, 01:25 AM
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QUOTE (Sengir @ Nov 21 2011, 12:51 PM) *
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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gamergurl23
post Nov 22 2011, 04:35 AM
Post #3204


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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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deurk
post Nov 22 2011, 04:44 AM
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QUOTE (Nebular @ Nov 22 2011, 02:11 AM) *
It does display the character's current Edge. If you have EDG 2 and spent 1, EDG appears at 2 (1) like any other augmented Attribute.

My bad.
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CeeJay
post Nov 22 2011, 07:25 AM
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QUOTE (Nebular @ Nov 21 2011, 05:59 PM) *
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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Minimax le Rouge
post Nov 22 2011, 08:37 AM
Post #3207


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QUOTE (Minimax le Rouge @ Nov 18 2011, 11:54 AM) *
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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Sengir
post Nov 22 2011, 04:49 PM
Post #3208


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QUOTE (Nebular @ Nov 22 2011, 02:25 AM) *
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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Nebular
post Nov 22 2011, 08:07 PM
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QUOTE (Sengir @ Nov 22 2011, 10:49 AM) *
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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Nebular
post Nov 22 2011, 08:10 PM
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QUOTE (gamergurl23 @ Nov 21 2011, 10:35 PM) *
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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Nebular
post Nov 22 2011, 08:12 PM
Post #3211


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QUOTE (CeeJay @ Nov 22 2011, 01:25 AM) *
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

Thanks for pointing that out. I've updated the Weapons data file to include this.
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Nebular
post Nov 22 2011, 08:13 PM
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QUOTE (Minimax le Rouge @ Nov 22 2011, 02:37 AM) *
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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Nebular
post Nov 22 2011, 10:08 PM
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Build 250
  • A.I.s can now select Commlink and Vehicles as their Home Node
  • corrected the tooltip for Career Karma
  • printout XML no longer includes object GUIDs
  • Gear now includes <bonded /> and <equipped /> in the printout XML
  • Gear and Vehicles now include <homenode /> in the printout XML
  • Adept Powers are now correctly limited by the character's total MAG instead of the MAG allocated only to the character's Adept aspect
  • Settings File list is now sorted correctly to prevent file mismatches
  • Hacked and Do It Yourself Gear now apply the correct cost modifiers to Gear when added as plugins to Vehicles
  • Autsofts and Skillsofts can now be Hacked
  • fixed an issue that caused a Technomancer's Biofeedback Filter to never be given a Rating on printouts
  • fixed an issue that caused newly added Cyberware to select Standard Grade immediately after being added
  • fixed an issue that could cause Gear quantities to be incorrectly updated when selecting an item for the first time in Create Mode
  • fixed an issue where adding Gear as a plugin could cause the quantity of the parent item to be modified
  • added the ability to search for Complex Forms in the Select Complex Form window
  • added options to automatically add Copy Protection and Registration plugins individually to Matrix Programs (enabled by default)
  • added house rules for allowing a character to exceed 35 BP worth of Positive and Negative Qualities
  • added an option to start the application in fullscreen mode (disabled by default)
  • added a conext menu entry to edit Advanced Lifestyles
  • Search field is now selected by default when opening windows with the ability to Search
  • Gear Capacity should now calculate correctly when dealing with decimals in regions that use something other than "." to separate decimal places
  • removed redundant "Chummer" from the window title and put character Alias before the current operating mode
  • changing the number of months for a Lifestyle in Career Mode now marks the character as having unsaved changes
  • Skills now include <source /> and <page /> information on the printout XML when appropriate
  • Active Skills now show their source and page information in a tooltip
  • removed the close box from a number of limited-selection windows that require a value to be selected
  • Gear now displays the correct quantity when added as a plugin
  • added a Buy Ammo button to the Weapons tab in Career Mode which allows you to select a type of Ammo and automatically assigns the correct Weapon Category for the currently-selected Weapon
  • ampersand characters in Category and item names should no longer confuse the XML Manager when trying to match translated items
  • Drain and Fading Attributes are now translated
  • Ammo Category is now translated in the Out of Ammo message
  • Quality names are now translated in the Swap Quality message
  • Martial Art name is now translated in the Martial Art Advantage limit message
  • Complex Form and Quality names are now translated in the Confirm Karma Expense messages
  • Attribute, Skill, Skill Group, Martial Art, Complex Form, and Program Option names are now translated when creating Karma Expenses messages
  • all Improvement dialogues should now show translated item names when appropriate
  • Skill name is now translated in the Break Skill Group message
  • Radius in Weapon Damage is now translated
  • Skills now show the translated Attribute abbreviation
  • Weapon Mount is now translated for Weapon Accessories
  • Weapon Firing Modes now read from the translation file
  • Spell Descriptors, Type, Range, Damage, Duration, and DV are now translated
  • Critter Power Type, Action, Range, and Duration are now translated
  • Cyberware, Bioware, and Gear Weapons now have their Category name translated on the Weapons tab
  • included plugins that come with Cyberware (such as Cybereyes) are now properly translated when added to the character
  • Commonly Used Skill on the Complex Forms tab are now translated
New Strings
  • Tip_OtherCareerKarma
  • Tip_BuyAmmo
  • Checkbox_HomeNode
  • Menu_NameLifestyle
  • Menu_EditAdvancedLifestyle
  • Checkbox_Options_AutomaticCopyProtection
  • Checkbox_Options_AutomaticRegistration
  • Checkbox_Options_ExceedPositiveQualities
  • Checkbox_Options_ExceedNegativeQualities
  • Checkbox_Options_ExceedNegativeQualitiesLimit
  • Checkbox_Options_StartupFullscreen
  • String_DamageRadius
  • String_ModeSingleShot
  • String_ModeSemiAutomatic
  • String_ModeBurstFire
  • String_ModeFullAutomatic
  • String_ModeSpecial
  • String_SpellForce
  • String_SpellSpecial
  • String_SpellTypePhysical
  • String_SpellTypeMana
  • String_SpellDurationInstant
  • String_SpellDurationInstantLong
  • String_SpellDurationPermanent
  • String_SpellDurationSustained
  • String_SpellDurationSustainedLong
  • String_SpellDurationAlways
  • String_SpellDurationSpecial
  • String_SpellRangeLineOfSight
  • String_SpellRangeArea
  • String_SpellRangeTouch
  • String_SpellRangeTouchLong
  • String_SpellRangeSelf
  • String_DescActive
  • String_DescArea
  • String_DescDirect
  • String_DescDirectional
  • String_DescElemental
  • String_DescEnvironmental
  • String_DescExtendedArea
  • String_DescIndirect
  • String_DescMana
  • String_DescMental
  • String_DescMultiSense
  • String_DescNegative
  • String_DescObvious
  • String_DescPassive
  • String_DescPhysical
  • String_DescPsychic
  • String_DescRealistic
  • String_DescSingleSense
  • String_DescTouch
  • String_ActionAutomatic
  • String_ActionFree
  • String_ActionSimple
  • String_ActionComplex
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gamergurl23
post Nov 23 2011, 12:27 AM
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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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SpellBinder
post Nov 23 2011, 06:29 AM
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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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Nebular
post Nov 23 2011, 02:23 PM
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QUOTE (SpellBinder @ Nov 23 2011, 12:29 AM) *
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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Nebular
post Nov 23 2011, 02:35 PM
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QUOTE (gamergurl23 @ Nov 22 2011, 06:27 PM) *
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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gamergurl23
post Nov 23 2011, 03:33 PM
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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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Jazz
post Nov 23 2011, 04:50 PM
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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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Nebular
post Nov 23 2011, 05:22 PM
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QUOTE (Jazz @ Nov 23 2011, 10:50 AM) *
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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ShadowWalker
post Nov 23 2011, 06:43 PM
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QUOTE (Nebular @ Nov 21 2011, 01:05 PM) *
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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Nebular
post Nov 23 2011, 06:48 PM
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QUOTE (ShadowWalker @ Nov 23 2011, 12:43 PM) *
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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Nebular
post Nov 23 2011, 10:09 PM
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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
  • added an optional rule for Armor Degradation (disabled by default)
  • added support for Armor Degradation in Career Mode
  • added support for transferring Gear between a character's Inventory and Vehicles
  • fixed an issue where removing the last of a Gear that also created a Weapon entry would not remove the appropriate Weapon
  • fixed an issue where adding Gear that resulted in a stack would create a duplicate copy of its Weapon
  • attempting to move a character to Career Mode no longer throws an error when checking item Availability using a non-English language
New Strings
  • String_MoveGear
  • Tip_ArmorDegradationBPlus
  • Tip_ArmorDegradationBMinus
  • Tip_ArmorDegradationIPlus
  • Tip_ArmorDegradationIMinus
  • Tip_TransferToVehicle
  • Tip_TransferToInventory
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deurk
post Nov 24 2011, 02:15 AM
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There's a little typo in your Tip_ArmorDegradationBPlus string (IMG:style_emoticons/default/wink.gif)
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Nebular
post Nov 24 2011, 03:50 AM
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QUOTE (deurk @ Nov 23 2011, 08:15 PM) *
There's a little typo in your Tip_ArmorDegradationBPlus string (IMG:style_emoticons/default/wink.gif)

Whoops! Fixed!
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