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> Chummer Character Generator
Patrick Goodman
post Dec 7 2011, 11:58 PM
Post #3351


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Running on a Windows XP machine with SP3 installed.

Had an old version of Chummer (0.0.0.169), which opened up just fine. I update the program, selecting everything on the appropriate screen, to 262. Restart Chummer. "Could not load default language file!" is the error I get. Program obviously not useful at the moment.

How can I fix this?
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Nebular
post Dec 8 2011, 12:10 AM
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There are two ways you can fix it. One is to download the entire zip file with all of its updated content (http://www.dndjunkie.com/dev/chummer/Chummer.zip) and replace everything with the contents of the zip. The other is to download the English language file (http://www.dndjunkie.com/dev/chummer/lang/en-us.xml) and place it in your Chummer\lang directory. The application made the move to supporting multiple languages a while back so I had to move all of the language information into an external file. (IMG:style_emoticons/default/smile.gif)
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Patrick Goodman
post Dec 8 2011, 12:25 AM
Post #3353


Tilting at Windmills
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Easy and quick; gotta love that. (IMG:style_emoticons/default/smile.gif) Thank you kindly!
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Cojuzei
post Dec 8 2011, 06:06 PM
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QUOTE (Nebular @ Dec 7 2011, 08:27 AM) *
The AK-147 in the book has an RC of 1(2). Chummer calculates the Weapon's RC value based on all of the Accessories and Mods that you have installed and shows only the total number. When you first purchase a Weapon, all of the Accessories and Mods that come with it are marked as installed, so the AK-147 will show its RC as 2. If you mark the Stock as being not install, RC drops to 1. There's no point in showing what a Weapon's base and maximum RC are for all of its options since it knows what is installed; this means the player doesn't need to do the math and figure out the Weapon's RC based on what is currently equipped - the app takes care of it and tells you the RC based on what is currently installed. (IMG:style_emoticons/default/smile.gif)

Actually, there are 2. The carbine has an RC of 1(2), but the assault rifle (in the table under it) only has an RC of 1. You've marked both as having RC 2.

QUOTE (Nebular @ Dec 7 2011, 11:37 AM) *
I can't seem to reproduce this using any combination I've tried. Are you still having this issue? If so, could you email me an affected save file so I can see what might be causing the problem? (nebular@shaw.ca)

I no longer seem to be having this issue, no. Must've been fixed just before I posted.
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Nebular
post Dec 8 2011, 06:45 PM
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QUOTE (Cojuzei @ Dec 8 2011, 12:06 PM) *
Actually, there are 2. The carbine has an RC of 1(2), but the assault rifle (in the table under it) only has an RC of 1. You've marked both as having RC 2.

Whoops, right you are! I was looking at the AK-147 Carbine instead of the standard one. I've updated the Weapons file to correct this.
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McDougle
post Dec 8 2011, 09:38 PM
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Just had a problem loading an old character, that always worked till now(last opened the file about a month ago).

This error message fired up:
CODE
System.Xml.XPath.XPathException: '/chummer/categories/category[. = "Ein dutzend "Gefiederte Schlange"-Federn"]' ist ein ungültiger Token.
   bei MS.Internal.Xml.XPath.XPathParser.CheckToken(LexKind t)
   bei MS.Internal.Xml.XPath.XPathParser.ParsePredicate(AstNode qyInput)
   bei MS.Internal.Xml.XPath.XPathParser.ParseStep(AstNode qyInput)
   bei MS.Internal.Xml.XPath.XPathParser.ParseRelativeLocationPath(AstNode qyInput)
   bei MS.Internal.Xml.XPath.XPathParser.ParseRelativeLocationPath(AstNode qyInput)
   bei MS.Internal.Xml.XPath.XPathParser.ParseRelativeLocationPath(AstNode qyInput)
   bei MS.Internal.Xml.XPath.XPathParser.ParseLocationPath(AstNode qyInput)
   bei MS.Internal.Xml.XPath.XPathParser.ParsePathExpr(AstNode qyInput)
   bei MS.Internal.Xml.XPath.XPathParser.ParseUnionExpr(AstNode qyInput)
   bei MS.Internal.Xml.XPath.XPathParser.ParseUnaryExpr(AstNode qyInput)
   bei MS.Internal.Xml.XPath.XPathParser.ParseMultiplicativeExpr(AstNode qyInput)
   bei MS.Internal.Xml.XPath.XPathParser.ParseAdditiveExpr(AstNode qyInput)
   bei MS.Internal.Xml.XPath.XPathParser.ParseRelationalExpr(AstNode qyInput)
   bei MS.Internal.Xml.XPath.XPathParser.ParseEqualityExpr(AstNode qyInput)
   bei MS.Internal.Xml.XPath.XPathParser.ParseAndExpr(AstNode qyInput)
   bei MS.Internal.Xml.XPath.XPathParser.ParseOrExpr(AstNode qyInput)
   bei MS.Internal.Xml.XPath.XPathParser.ParseXPathExpresion(String xpathExpresion)
   bei System.Xml.XPath.XPathExpression.Compile(String xpath, IXmlNamespaceResolver nsResolver)
   bei System.Xml.XPath.XPathNavigator.Select(String xpath)
   bei System.Xml.XmlNode.SelectNodes(String xpath)
   bei System.Xml.XmlNode.SelectSingleNode(String xpath)
   bei Chummer.LanguageManager.TranslateExtra(String strExtra)
   bei Chummer.Gear.get_DisplayName()
   bei Chummer.frmCareer.frmCareer_Load(Object sender, EventArgs e)
   bei System.Windows.Forms.Form.OnLoad(EventArgs e)
   bei System.Windows.Forms.Form.OnCreateControl()
   bei System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   bei System.Windows.Forms.Control.CreateControl()
   bei System.Windows.Forms.Control.WmShowWindow(Message& m)
   bei System.Windows.Forms.Control.WndProc(Message& m)
   bei System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   bei System.Windows.Forms.Form.WmShowWindow(Message& m)
   bei System.Windows.Forms.Form.WndProc(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Geladene Assemblys **************
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: 0.0.0.262.
    Win32-Version: 0.0.0.262.
    CodeBase: file:///D:/Trib%FCne.Bibliothek/%5BSR%5DShadowrun4/SR.Tools%20ec/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.
----------------------------------------
mscorlib.resources
    Assembly-Version: 4.0.0.0.
    Win32-Version: 4.0.30319.235 (RTMGDR.030319-2300).
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/mscorlib.resources/v4.0_4.0.0.0_de_b77a5c561934e089/mscorlib.resources.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.
----------------------------------------
System.Windows.Forms.resources
    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.Windows.Forms.resources/v4.0_4.0.0.0_de_b77a5c561934e089/System.Windows.Forms.resources.dll.
----------------------------------------
System.Configuration
    Assembly-Version: 4.0.0.0.
    Win32-Version: 4.0.30319.1 (RTMRel.030319-0100).
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll.
----------------------------------------
System.xml.resources
    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.Xml.resources/v4.0_4.0.0.0_de_b77a5c561934e089/System.Xml.resources.dll.
----------------------------------------

************** JIT-Debuggen **************


That bug also killed half of my chars "gear"-entries(most weren´t custom made). (IMG:style_emoticons/default/sarcastic.gif)
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deurk
post Dec 8 2011, 10:42 PM
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Hey Nebular,
I've found a few items for you:

  • Can you allow renaming of advanced lifestyle?
  • Spells types are untranslated in the Spells and Spirits tab
  • On vehicle modification dialog, categories are displayed untranslated
  • Tip_TransferToVehicle is displayed untranslated
  • When clicking on the program Reality filter in the add forms dialog, I get an error dialog
  • On Add Program Options dialog from the Complex Forms tab, Label_SelectProgram_CommonlyUsedSkill is displayed untranslated


Also, could you tell me the status of the following ones? Are they on a todo-list somewhere or did some get dumped?

QUOTE (deurk @ Nov 21 2011, 06:00 AM) *
Bugs:
  • French specific vehicle: DocWagon HTR

Features:
  • Allow journal sorting by date, cost or reason
  • Accented characters should also match their non-accented counterpart, and vice-versa (ie: é should return é and e in search box)
  • Have the possibility to display all categories wherever a category can be selected for filtering (gear/vehicle/weapon...)
  • Have a tab for generic and user customizable modifiers for pools/attributes
  • Have on/off checkboxes next to skills/powers/qualities that give temporary bonuses to reflect the changes on stats
  • Have a subdirectory in the sheets directory or any other way to automatically select only sheets in current language
  • Have weapons clips and extra clips allow ammunition loading and possibility to switch between clips
  • Have the possibility to translate custom items in custom_fr_data.xml

Questions:
  • Can ammunition be buyable from the weapon tab rather than gear?


Thanks!
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Nebular
post Dec 8 2011, 11:19 PM
Post #3358


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QUOTE (McDougle @ Dec 8 2011, 03:38 PM) *
Just had a problem loading an old character, that always worked till now(last opened the file about a month ago).

This error message fired up:
CODE
...stuff...


That bug also killed half of my chars "gear"-entries(most weren´t custom made). (IMG:style_emoticons/default/sarcastic.gif)

I can take a wild guess at what the problem is, but it may or may not be correct. Could you please email me one of the affected save files so I can see what exactly is causing the error? (nebular@shaw.ca)
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McDougle
post Dec 8 2011, 11:33 PM
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Done.

Thx in advance. (IMG:style_emoticons/default/smile.gif)
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Nebular
post Dec 8 2011, 11:41 PM
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QUOTE (deurk @ Dec 8 2011, 04:42 PM) *
Hey Nebular,
I've found a few items for you:

  • Can you allow renaming of advanced lifestyle?
  • Spells types are untranslated in the Spells and Spirits tab
  • On vehicle modification dialog, categories are displayed untranslated
  • Tip_TransferToVehicle is displayed untranslated
  • When clicking on the program Reality filter in the add forms dialog, I get an error dialog
  • On Add Program Options dialog from the Complex Forms tab, Label_SelectProgram_CommonlyUsedSkill is displayed untranslated


Also, could you tell me the status of the following ones? Are they on a todo-list somewhere or did some get dumped?

Thanks!
  • Still waiting for someone to get me the stats on the DocWagon HTR. It's from a non-English book, so I can't enter it without someone providing me with the info.
  • I might get around to the sorting at some point. Unfortunately the column headers aren't clickable to handle sorting the easy way so if I do end up doing it, it will be from a pulldown list.
  • Handling accented characters as non-accented characters for searching isn't doable since XSLT handles character remapping as 1-to-1.
  • Show all categories isn't going to get done. Between the coding time and the performance hit (especially in non-English languages that would require all of those items to be translated at one), I just don't see the value in it. It would also be very difficult to use as you'd be presented with a massive list. The whole idea is to find what you need which is why the search ability and Category lists are there.
  • The modifiers tab is a massive undertaking as it would expose the entire Improvement Manager which isn't exactly a simple piece to work with. The biggest challenge is trying to figure out how I can actually present an interface to create the modifiers.
  • As I had said before, I don't understand the need for having sub-directories for character sheets. Splitting them into sub-directories would mean that the base character sheets would be inaccessible to anyone not using en-us as their language, and regional variants (like Canadian French were a translation file to be created) would be blocked from using any proper French files.
  • Spare/Additional clips are just placeholders to show that you have them. I won't be doing anything else with them.
  • Also as I have said on a number of occasions, there will be absolutely zero support for translating custom data. Providing translation files for custom items can lead to people getting unexpected translations for items that they don't want translated.
  • Purchasing Ammo from the Weapons tab in Career Mode was added a few versions ago. There's a little basket icon next to the Reload button.
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Nebular
post Dec 9 2011, 12:18 AM
Post #3361


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Build 263
  • fixed an issue where deleting a Vehicle Mod could cause other items to be deleted from the Vehicle at the same time
  • added <modcategories /> to vehicles.xml to allow support for translating Vehicle Modification Categories
  • added <limits /> to vehicles.xml to allow support for translating Vehicle Modification Limiters
  • added house rules for multiplying the cost of Restricted and Forbidden items (applies to Career Mode only)
  • fixed an issue where quotation marks in custom names for items could result in an error being thrown
  • Move to Vehicle button tooltip on the Weapons tab is now correctly translated
  • Complex Forms that use a device attribute for their Common Skill (System, Response, Firewall, Signal) no longer throw an error when selected
  • Commonly Used Skill on the Select Program Options tab is now translated properly
  • fixed an issue that prevented Spell Category names from being translated
New Strings
  • Checkbox_Options_MultiplyRestrictedCost
  • Checkbox_Options_MultiplyForbiddenCost
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McDougle
post Dec 9 2011, 12:55 AM
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Much appreciated. (IMG:style_emoticons/default/smile.gif)
*file works again*
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whatevs
post Dec 9 2011, 04:25 AM
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Stop me if you've hear this one before Nebular...

How about some kind of license management. Maybe with a list of restricted items that are eligible for licensing, and a license type to cover each one?
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someone3x7
post Dec 9 2011, 08:42 AM
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Greets again, and thanks for your continued work. Still loving it. Today's focus is "Weapon Focus."

Doubt a repo is needed but for clarity's sake:
CODE
I create a new character and add quality Adept.

Add weapon katana and add modification Weapon Focus.

Bug #1: Zero cost when adding weapon focus as modification.
Bug #2: Not listed in Bonded Foci list.

So I add gear Weapon Focus.

Click to bond the Weapon Focus and am prompted to enter a value. I enter "Mother's Milk."

Bug #3 Value entered is not used.

I add any other foci item...

Bug #4 Asks for Weapon Focus Value again.

I save, close, and re-open file... See bug #4.


So a couple thoughts on this. Once the cost and bond options are fixed for weapon modifications likely should just remove the gear item. There is no time in which a weapon focus is not part of the weapon that is manufactured as a weapon focus. Probably should remove the enter value for weapon focus altogether as is unnecessary.

Barely related: In creation mode when adding cyber-ware to an awakened character before buying magic it doesn't calculate and maintain the extra BP cost for the lost magic points.

Not related at all: When adding books in the Options menu it doesn't load all the relevant rules and gear immediately. This caused me to think several items were un-implemented as I would check a book on, try to do something, then check it off since isn't part of the campaign yet. Wasn't till I left one on and reopened Chummer that I noticed.

I'll stop rambling now. Thanks again and have fun (IMG:style_emoticons/default/smile.gif)
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SpellBinder
post Dec 9 2011, 11:06 PM
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Had a thought on this once before, and it came up again while working on a Face type of character, and it's regarding the character's armor. Would it be possible to create armor bundles that can be equipped and de-equipped with a single check box. I think it would be quite helpful for those with characters who will have multiple ensembles of wear (like the suit to meet Mr. Johnson, then the long coat for walking the barrens), switch multiple items around with a single click, and be able to group and organize them (especially if you could drag & drop armor items like gear items). Especially for later in the game as armor is bought, sold, lost, or destroyed.
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Tashiro
post Dec 10 2011, 12:41 AM
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Were you able to find the e-animals at the back of Running Wild?
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Sengir
post Dec 10 2011, 02:37 PM
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QUOTE (Nebular @ Dec 7 2011, 11:44 PM) *
[*]added <rawdamage /> to the printout XML for Weapons which writes out the formula (not calculated) Damage for a Weapon

Great work as always (IMG:style_emoticons/default/cyber.gif)
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Nebular
post Dec 10 2011, 03:53 PM
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QUOTE (Tashiro @ Dec 9 2011, 06:41 PM) *
Were you able to find the e-animals at the back of Running Wild?

Yup, Technocritters and Protosapients were added a couple of days ago.
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Nebular
post Dec 10 2011, 03:54 PM
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QUOTE (whatevs @ Dec 8 2011, 10:25 PM) *
Stop me if you've hear this one before Nebular...

How about some kind of license management. Maybe with a list of restricted items that are eligible for licensing, and a license type to cover each one?

Really interesting idea. I'll have to see what I can do about this.
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Cojuzei
post Dec 11 2011, 04:20 AM
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Feature request: Custom spells. Rules for it are in Street Magic. Thinking something like Add Nexus, but with dropdowns for the spell attributes. Drain value calculated based on options chosen.
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Wizard_Thoarin
post Dec 11 2011, 10:13 AM
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QUOTE (Cojuzei @ Dec 10 2011, 08:20 PM) *
Feature request: Custom spells. Rules for it are in Street Magic. Thinking something like Add Nexus, but with dropdowns for the spell attributes. Drain value calculated based on options chosen.


You can already create custom spells if you wish, just copy the current spell XML file and rename it custom_spells.xml or something like that then use the same xml format that already exists and edit away. Just make sure to delete anything that would give you a duplicate name because that might give you an error when loading or trying to enable a spell for a character.

The big trick is to make sure your file starts with "custom_ " and ends with ".xml" since Nebular added the ability for us to create our own custom xml data files a long time ago. If you want a tool that will build the custom spells and add them to a custom data file for you, then that is something else for Nebular to think about. But then he'd probably get hounded for a custom xml file builder for almost everything.
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Cojuzei
post Dec 11 2011, 05:29 PM
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QUOTE (Wizard_Thoarin @ Dec 11 2011, 02:13 AM) *
You can already create custom spells if you wish, just copy the current spell XML file and rename it custom_spells.xml or something like that then use the same xml format that already exists and edit away. Just make sure to delete anything that would give you a duplicate name because that might give you an error when loading or trying to enable a spell for a character.

The big trick is to make sure your file starts with "custom_ " and ends with ".xml" since Nebular added the ability for us to create our own custom xml data files a long time ago. If you want a tool that will build the custom spells and add them to a custom data file for you, then that is something else for Nebular to think about. But then he'd probably get hounded for a custom xml file builder for almost everything.

When I say feature request, it's for everyone else (or to make things easier). Editting XML files is pretty easy, but takes more time than having the feature built into the program. However, don't have to make a new XML file in the root folder. Just open the character sheet in notepad (or notepad++, as I prefer) and add the custom spell yourself. The name of the spell and all relevant information is read from that, not just its own tables.

I do thank you for posting a workaround, and hopefully anyone who sees it can use it for their own campaign.
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Cojuzei
post Dec 11 2011, 08:51 PM
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2 more things I noticed. Homeground in the Gear section is limited to rating 3 (but in the book I believe it goes to 6). Also, Homeground complex form asks for a value for it. It can only run on the home node (presumably, the technomancer's brain). If this was intended, then please look at how it's reading the <extra /> value (it appears to be showing it twice in Chummer).
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Seriously Mike
post Dec 12 2011, 12:00 AM
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Why is Chemistry on the list of Active Skills if it's a Knowledge Skill? Unless something changed in SR4A, but I have Chummer set to use standard SR4 corebook, Arsenal, Augmentation, RC, Street Magic and Unwired.
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Cojuzei
post Dec 12 2011, 12:42 AM
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QUOTE (Seriously Mike @ Dec 11 2011, 04:00 PM) *
Why is Chemistry on the list of Active Skills if it's a Knowledge Skill? Unless something changed in SR4A, but I have Chummer set to use standard SR4 corebook, Arsenal, Augmentation, RC, Street Magic and Unwired.

Chemistry is an active skill. It's not just knowing the periodic table of elements, it's being physically able in how to mix them without blowing yourself up (or worse). Requires a steady hand, and steady hands are usually only gained through experience. It's an active skill from Arsenal, and quite possibly one of the most efficient ways in the game to be a deadly 'runner.
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