My Assistant
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Dec 1 2011, 06:01 AM
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#3301
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
This just could be an ID10T error on my part, but as of late when using Chummer, armor doesn't show how many slots it has after it's added to a character. Is there a setting or something? When in the screen to purchase/select the armor, it shows its capacity. It's just once you add it, and start wanting to mod it, it doesn't show anything. Armor Capacity is actually an optional rule, so I added the options for these to the Options window. Use Maximum Armor Modifications and Use Armor Suit Capacity are the two options rules for them. Just remember that Armor Suit (Urban Explorer Jumpsuit, Full Body Armor, and all Military-grade Armor) and standard Armor (everything else) have very different behaviours for calculating the Capacity used by items. (IMG:style_emoticons/default/smile.gif) (see AR 44 for the specifics of each) |
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Dec 1 2011, 06:04 AM
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#3302
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
The SR4A errata will be applied in the next update. I'd roll it out now but it involves changing the "Hold-Outs" Weapon Category to "Holdouts", so the application will need to convert these on the fly for current save files to avoid things breaking. The other notable changes are "HK-227X" is now "HK 227-X", and the "Misc. Electronics" Gear Category is now called "Miscellaneous Electronics". So nothing too major. Everything else in the errata is really just correcting typos. I'll also update the NPC save files to reflect the changes.
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Dec 1 2011, 06:15 AM
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#3303
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Moving Target ![]() ![]() Group: Members Posts: 428 Joined: 23-September 11 From: Vegas Member No.: 38,733 |
I was right! ID10T strikes me again!
Oh, and Neb, if you're ever in Vegas, I'd like to buy you a beer. This is a fantastic tool that has made my life as a GM SO much easier. This + Dropbox == Win |
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Dec 1 2011, 11:25 AM
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#3304
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Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
In bioware: reflex recorder displays the skill group or skill untranslated.
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Dec 1 2011, 11:25 AM
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#3305
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Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
[doubled post]
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Dec 1 2011, 02:46 PM
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#3306
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Moving Target ![]() ![]() Group: Members Posts: 138 Joined: 1-October 11 Member No.: 39,548 |
Creating a Karma-based Character is bugged.
Metatypes and races and also special characters like free spirits and A.I. don't have any karma cost upon creating a character, thus giving me a full 750 karma to spend on whatever ... |
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Dec 1 2011, 03:04 PM
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#3307
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Moving Target ![]() ![]() Group: Members Posts: 239 Joined: 10-February 04 Member No.: 6,068 |
Creating a Karma-based Character is bugged. Metatypes and races and also special characters like free spirits and A.I. don't have any karma cost upon creating a character, thus giving me a full 750 karma to spend on whatever ... This follows the Rules laid out for Karma generation in Runner's Companion. Under Tools->Options, there is a tab called "Optional Rules". There is an Optional Rule to assign a cost to the "Metatypes cost Karma equal to their BP". If you check that box it will (against the Official suggested Rules) give a cost to selecting a Metatype on Karma build. You have a Multiplier beside it which I set to 2, so it matches the BP cost roughly. Note, karma build purchasing a Metatype costing nothing is not a bug, it is the Rules As Written. Chummer does let you use some optional and house Rules if you want to. |
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Dec 1 2011, 04:15 PM
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#3308
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Moving Target ![]() ![]() Group: Members Posts: 138 Joined: 1-October 11 Member No.: 39,548 |
But on Runners Companion p.42 under Karma-Gen is also written [ Spoiler ]
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Dec 1 2011, 05:55 PM
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#3309
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
The table on page 41 has Metatype having a cost of 0. |
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Dec 1 2011, 08:56 PM
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#3310
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,507 Joined: 11-November 08 Member No.: 16,582 |
How can you add "cyber" weapons to MilSpec Armor?
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Dec 2 2011, 07:00 AM
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#3311
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Moving Target ![]() ![]() Group: Members Posts: 268 Joined: 2-September 11 Member No.: 37,159 |
GM Summary doesn't list critter powers
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Dec 2 2011, 12:15 PM
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#3312
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Moving Target ![]() ![]() Group: Members Posts: 138 Joined: 1-October 11 Member No.: 39,548 |
Can you implement an option for "spell design" described in Streetmagic?
I would love to be able to add custom spells with the appropriate drain value to my mages through Chummer You could make it similar to the "advanced lifestyle" menue or the "advanced contact" menue with different values to chose from! |
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Dec 2 2011, 12:31 PM
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#3313
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Target ![]() Group: Members Posts: 95 Joined: 10-September 11 From: Lyon, FRANCE Member No.: 37,728 |
Can you implement an option for "spell design" described in Streetmagic? I would love to be able to add custom spells with the appropriate drain value to my mages through Chummer You could make it similar to the "advanced lifestyle" menue or the "advanced contact" menue with different values to chose from! If I remember correctly, the last time Nebular answered to that question with something like : "you can make custom spells with a custom spell .xml" Or something like that. (IMG:style_emoticons/default/biggrin.gif) |
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Dec 2 2011, 12:48 PM
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#3314
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Moving Target ![]() ![]() Group: Members Posts: 138 Joined: 1-October 11 Member No.: 39,548 |
Yeah I know, but I'm really bad at XML or anything like it. Since the idea behind Chummer is to make character generation as easy and accessible to anyone as possible, it would be a nice move of him to implement it (IMG:style_emoticons/default/smile.gif)
Not everyone has profound knowledge in XML or similar stuff (IMG:style_emoticons/default/wink.gif) |
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Dec 2 2011, 03:27 PM
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#3315
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
Yeah I know, but I'm really bad at XML or anything like it. Since the idea behind Chummer is to make character generation as easy and accessible to anyone as possible, it would be a nice move of him to implement it (IMG:style_emoticons/default/smile.gif) Not everyone has profound knowledge in XML or similar stuff (IMG:style_emoticons/default/wink.gif) You don't need to know much about xml. All you really need to do is make a copy of the current spell file, delete all entries except one and then edit the one you left. Maybe what would really be nice is a tool that does that for you. Have a make custom file menu item. Give a list of files available and then have it create a file with a single entry with dummy data for every possible xml item that the item could have. That way you can delete things you don't need and such, but it gives an example of everything you could have a need for. |
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Dec 2 2011, 03:39 PM
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#3316
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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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Dec 2 2011, 03:41 PM
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#3317
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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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Dec 2 2011, 04:01 PM
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#3318
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
You don't need to know much about xml. All you really need to do is make a copy of the current spell file, delete all entries except one and then edit the one you left. Maybe what would really be nice is a tool that does that for you. Have a make custom file menu item. Give a list of files available and then have it create a file with a single entry with dummy data for every possible xml item that the item could have. That way you can delete things you don't need and such, but it gives an example of everything you could have a need for. (quoting more for the sake of just identifying the discussion I'm addressing) I might take a look at setting up an interface for creating custom spells since the rules for it are defined in Street Magic (I haven't actually looked at it yet). An editor for the XML files in general is pretty much out of the question. There are 26 different XML files, most of which have their own unique structure and mixture of required and optional fields. Creating an editor for it would take a massive amount of time and is one of the reasons I went with straight XML - it's easy to read and can be edited in something as simple as Notepad. (IMG:style_emoticons/default/smile.gif) |
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Dec 2 2011, 04:03 PM
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#3319
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
(quoting more for the sake of just identifying the discussion I'm addressing) I might take a look at setting up an interface for creating custom spells since the rules for it are defined in Street Magic (I haven't actually looked at it yet). An editor for the XML files in general is pretty much out of the question. There are 26 different XML files, most of which have their own unique structure and mixture of required and optional fields. Creating an editor for it would take a massive amount of time and is one of the reasons I went with straight XML - it's easy to read and can be edited in something as simple as Notepad. (IMG:style_emoticons/default/smile.gif) actually I was just thinking of something that would create an empty xml file. or instead of doing that having a folder under data called custom that has empty files for each one with a single entry with dummy data. That would at least make it easier to figure out what the options are within the xml. |
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Dec 2 2011, 04:29 PM
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#3320
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Moving Target ![]() ![]() Group: Members Posts: 428 Joined: 23-September 11 From: Vegas Member No.: 38,733 |
Hey Neb,
Think I found an error unless it's in an errata somewhere that I couldn't find. Runner's Companion pg. 86 has the chart of bonuses and negatives for being a certain shifter type. Wolf has normal reach, but in the metatypes.xml file, they show as having a -1 to reach which I'm pretty sure is incorrect. If there's an errata that says your value is correct, then I'll shaddup, but I couldn't find any myself. I assume fixing it in my local version won't break anything when Chummer autoupdates? Edit: Looking closer at the XML, it looks like nearly all the shifter types have reach -1 as their default reach as any metatype (human/elf/ork/dwarf/troll). Edit 2: More looking, it looks like every metatype under each shifter has a reach -1 field. If I'm looking at it right, that should only apply to tiger and lion shifters, since they get a +1 to reach when shifted to animal form, and lose it when a metahuman. Also, bears if I'm reading correctly should keep their +1 reach in and out of animal/metahuman forms. Which gives Bear/Troll shifters stupid amounts of reach, I imagine. |
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Dec 3 2011, 07:25 AM
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#3321
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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 |
XML is easy, you can open any such file with Notepad. Just re-save the file as a custom XML file per the instructions in the wiki (or wherever) and then tinker with the values. It won't take you too long to figure it all out. The harder part will be remembering exactly what each custom spell is supposed to do. I suggest making a separate text file with notes to help.
On a side note, can the bodyware enhancement Foot Anchor is stated as being treated as a spur when used in combat (AU, page 40). Can this get included with the other cyber weapons, please? |
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Dec 3 2011, 05:00 PM
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#3322
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Moving Target ![]() ![]() Group: Members Posts: 268 Joined: 2-September 11 Member No.: 37,159 |
Why do Certified Credsticks have a rating?
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Dec 3 2011, 05:08 PM
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#3323
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Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
Why do Certified Credsticks have a rating? Rating for credstick is used to represent nuyen put on the credstick. Each rating will cost you 1 nuyen (IMG:style_emoticons/default/smile.gif) |
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Dec 3 2011, 07:20 PM
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#3324
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Moving Target ![]() ![]() Group: Members Posts: 268 Joined: 2-September 11 Member No.: 37,159 |
Rating for credstick is used to represent nuyen put on the credstick. Each rating will cost you 1 nuyen (IMG:style_emoticons/default/smile.gif) Ah okay - that makes sense thanks |
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Dec 3 2011, 07:21 PM
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#3325
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Moving Target ![]() ![]() Group: Members Posts: 268 Joined: 2-September 11 Member No.: 37,159 |
Error when trying to save my character with "Mark as Created":
QUOTE ************** Exception Text ************** System.FormatException: Input string was not in a correct format. at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal) at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info) at System.Convert.ToInt32(String value) at Chummer.frmCreate.GetAvailInt(String strAvail) at Chummer.frmCreate.ValidateCharacter() at Chummer.frmCreate.ConfirmSaveCreatedCharacter() at Chummer.frmCreate.SaveCharacter() at Chummer.frmCreate.tsbSave_Click(Object sender, EventArgs e) at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e) at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e) at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.WndProc(Message& m) at System.Windows.Forms.ToolStrip.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) ************** Loaded Assemblies ************** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.239 (RTMGDR.030319-2300) CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll ---------------------------------------- Chummer Assembly Version: 0.0.0.254 Win32 Version: 0.0.0.254 CodeBase: file:///C:/Chummer/Chummer.exe ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.235 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.236 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.233 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- System.Core Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.233 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- Accessibility Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll ---------------------------------------- |
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