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> Chummer Character Generator
SpellBinder
post Dec 12 2011, 06:56 AM
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Had another thought, and it's something that has kind of bugged me in the character creation part of the program for a while now. If any magic related quality is removed but the character should still be magical, the Magic attribute and associated tabs that should still be present are subsequently lost. This will happen if you ignore the rules and after adding one magic quality (like Adept), add a 2nd (like Mystic Adept) and remove the first the character is now non-magical; same happens regardless if you add & remove a magic quality for a shapeshifter, drake, or similar awakened critter.

Was wondering if there would be a way to have some kind of multiple check flag system for a character to verify that it is still magical from another source, regardless if a magic related quality is removed (i.e., like a IF(OR(Adept,Mystic,Magician,Race),true,false) kind of deal).
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Minimax le Rouge
post Dec 12 2011, 03:33 PM
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hi,
i am creating a Technomancer with the Biowire Echo. I can't find a way to give him Skillwire Complex Form (with Emulation described in UW 149).

another problem :
i use the "add a complex form button", it open a pop up window :"select a program". If i open a sub-menu using the "+" then closing it with the "-" i have an error :
[ Spoiler ]
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ShadowWalker
post Dec 12 2011, 05:24 PM
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QUOTE (Cojuzei @ Dec 11 2011, 12:29 PM) *
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.

Honestly having a way to create any custom data without having to work with the xml would be great. But there are 30+ files, and doing one will cause people to want the others done too.
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Cojuzei
post Dec 12 2011, 08:33 PM
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QUOTE (ShadowWalker @ Dec 12 2011, 09:24 AM) *
Honestly having a way to create any custom data without having to work with the xml would be great. But there are 30+ files, and doing one will cause people to want the others done too.

While I agree that that people will (and most likely already do) want custom data input for every little thing, Street Magic does already have the rules for this particular thing. Only reason I even brought it up is because information from a source isn't being used. Ultimately the decision on what goes into Chummer is up to Nebular. Please refrain from further arguments over this.
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Wizard_Thoarin
post Dec 13 2011, 12:26 AM
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QUOTE (Cojuzei @ Dec 11 2011, 09:29 AM) *
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.


Actually, you should make a new xml file that starts with the "custom_" so that when nebular updates the regular files, your data isn't lost. I've created a couple custom xml files myself just to fix little things I wanted done but when I brought them up on the boards way back when, others didn't see the need. And if my group decides to play SR4A again anytime soon, I'll probably be adding other things. But I don't want to have to enter them over and over again so I have created my own data files to hold the data I create.

It might be nice if Omae had a place to put custom data files to share with people though so you could just download them. Would probably require a pretty good description of what has been put up and maybe links to descriptions for gear and spells especially.
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Minimax le Rouge
post Dec 13 2011, 01:27 PM
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hello,
I think Skillsoft Cluster need the "Hacked" box option to be added.

EDIT :
I have some problems with the Program Option :
Adding an adaptative Scale Option on a rating 4 skillsoft works, but then Chummer says the capacity is reached. But the Cap. is R/2(round up) so their is still room for another option.
Also, using an Analyse 4 program, i managed to add 3 options : Crashgard, optimization 1, and viral resistance.
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Khyron
post Dec 14 2011, 09:26 AM
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I used this to make my latest character and it seems to work pretty nice. Having the book and page number for everything is a nice touch and saved a lot of flipping around pdf's and books.
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Nebular
post Dec 14 2011, 03:07 PM
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Sorry, between the holidays coming up and some weird/maddening software issues coming up at work, I haven't had as much time over the past few days as I'd have liked to. (IMG:style_emoticons/default/smile.gif)

I am looking at adding in someting for creating custom Spells since the rules for building them are defined in Street Magic. The snag is that there are some nutty ways you can mix things so it's a matter of getting the time to figure out what I'm doing and how to put it together. It won't save to a custom data file - it will only add the custom Spell and its information to the character itself. If you need it to be available to other characters, you'll either need to re-create it for each one or add it to a custom data file.

I'll have the Biowire bit fixed in the next update. (You'll need to remove the Echo and then re-apply it to pick up the change.) When it's added, it will now create a Skillwire Improvement that is linked to the character's Submersion Grade, so you'll be able to use Skillsofts in the Gear section like other characters. It will also fix an issue where Skillsofts were not being properly capped by a character's Skillwire Rating in most cases. The +/- thing in the Select Complex Form window will also be fixed - if you quick open and close groups, it apparently thinks you're double-clicking an item and attempts to add it to the character. (IMG:style_emoticons/default/nyahnyah.gif)
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Nebular
post Dec 14 2011, 03:32 PM
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QUOTE (SpellBinder @ Dec 12 2011, 12:56 AM) *
Had another thought, and it's something that has kind of bugged me in the character creation part of the program for a while now. If any magic related quality is removed but the character should still be magical, the Magic attribute and associated tabs that should still be present are subsequently lost. This will happen if you ignore the rules and after adding one magic quality (like Adept), add a 2nd (like Mystic Adept) and remove the first the character is now non-magical; same happens regardless if you add & remove a magic quality for a shapeshifter, drake, or similar awakened critter.

Was wondering if there would be a way to have some kind of multiple check flag system for a character to verify that it is still magical from another source, regardless if a magic related quality is removed (i.e., like a IF(OR(Adept,Mystic,Magician,Race),true,false) kind of deal).

I'll add this to the list o' stuff. I can't quite use logic like that since the application doesn't have any knowledge as to what gives a character access to MAG, RES, or the like on purpose. When an item creates or removes an Improvement, the application gets notified that access to a special tab is being granted or revoked. It should just be a matter of checking the remaining Improvements a character has for any that grant access to a tab that is about to be removed and preventing that from happening.
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Patrick Goodman
post Dec 14 2011, 04:28 PM
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Maybe I'm missing something, wouldn't be the first time...but how do you Initiate an Adept? I'm using 263, FWIW, and I'm trying to start this girl as a grade 1 Initiate, but I can't find anywhere to do it.
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ShadowWalker
post Dec 14 2011, 04:30 PM
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QUOTE (Nebular @ Dec 14 2011, 10:32 AM) *
I'll add this to the list o' stuff. I can't quite use logic like that since the application doesn't have any knowledge as to what gives a character access to MAG, RES, or the like on purpose. When an item creates or removes an Improvement, the application gets notified that access to a special tab is being granted or revoked. It should just be a matter of checking the remaining Improvements a character has for any that grant access to a tab that is about to be removed and preventing that from happening.

Maybe you can check to see if there is still anything the character possesses that grants access to MAG or RES.
really only need to look at the metatype and qualities. don't think there is anything else that grants access to those two attributes.
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ShadowWalker
post Dec 14 2011, 04:32 PM
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QUOTE (Nebular @ Dec 14 2011, 10:07 AM) *
Sorry, between the holidays coming up and some weird/maddening software issues coming up at work, I haven't had as much time over the past few days as I'd have liked to. (IMG:style_emoticons/default/smile.gif)

I am looking at adding in someting for creating custom Spells since the rules for building them are defined in Street Magic. The snag is that there are some nutty ways you can mix things so it's a matter of getting the time to figure out what I'm doing and how to put it together. It won't save to a custom data file - it will only add the custom Spell and its information to the character itself. If you need it to be available to other characters, you'll either need to re-create it for each one or add it to a custom data file.

I'll have the Biowire bit fixed in the next update. (You'll need to remove the Echo and then re-apply it to pick up the change.) When it's added, it will now create a Skillwire Improvement that is linked to the character's Submersion Grade, so you'll be able to use Skillsofts in the Gear section like other characters. It will also fix an issue where Skillsofts were not being properly capped by a character's Skillwire Rating in most cases. The +/- thing in the Select Complex Form window will also be fixed - if you quick open and close groups, it apparently thinks you're double-clicking an item and attempts to add it to the character. (IMG:style_emoticons/default/nyahnyah.gif)

I would think it would also be possible to copy and paste the spell from the character to a custom spell file.
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Nebular
post Dec 14 2011, 04:34 PM
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QUOTE (Patrick Goodman @ Dec 14 2011, 10:28 AM) *
Maybe I'm missing something, wouldn't be the first time...but how do you Initiate an Adept? I'm using 263, FWIW, and I'm trying to start this girl as a grade 1 Initiate, but I can't find anywhere to do it.

If your character is still in Create Mode, Initiation can only be done if you're bulding them up with Karma since there are no rules for Initiating with BP. If the character is in Career Mode, then Initiation is available for anyone with the MAG Attribute. As long as you meet those criteria, you should have a tab called Initiation, just to the right of the Adept Powers tab. Click on the + button next to Initiate Grade to increase it (you can also select Group Initiation and/or Initiation Ordeal first to reduce the cost).
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Nebular
post Dec 14 2011, 04:35 PM
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QUOTE (ShadowWalker @ Dec 14 2011, 10:32 AM) *
I would think it would also be possible to copy and paste the spell from the character to a custom spell file.

Yes, you could do that as well since the character holds an exact copy of the XML when it's created. Just need to do a quick search for the Spell name in the save file, but it'd beat writing out all of the XML for it.
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Patrick Goodman
post Dec 14 2011, 04:36 PM
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Gotcha. Thanks for the quick response.
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Cojuzei
post Dec 15 2011, 04:14 AM
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Trying to make an Adept, and I bought a Weapon Focus. Now every time I try to do anything it keeps saying "Enter a value for Weapon Focus" sometimes 2 or even 3 times per minor change. Also noticed SR4a page 195, the maximum level of adept powers is based on the full Mag attribute, not the portion allocated to Adept. Chummer still limits the rating by the Adept side of the MAG attribute, and it shouldn't.
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ShadowWalker
post Dec 15 2011, 05:49 AM
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QUOTE (Cojuzei @ Dec 14 2011, 11:14 PM) *
Trying to make an Adept, and I bought a Weapon Focus. Now every time I try to do anything it keeps saying "Enter a value for Weapon Focus" sometimes 2 or even 3 times per minor change. Also noticed SR4a page 195, the maximum level of adept powers is based on the full Mag attribute, not the portion allocated to Adept. Chummer still limits the rating by the Adept side of the MAG attribute, and it shouldn't.

The FAQ says only the portion alocated to the adept powers is used, but it's hard to tell if it's talking about sr4 or sr4a. Sadly the new errata document does not include a fix for this either.
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Dakka Dakka
post Dec 15 2011, 06:49 AM
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QUOTE (ShadowWalker @ Dec 15 2011, 06:49 AM) *
The FAQ says only the portion alocated to the adept powers is used, but it's hard to tell if it's talking about sr4 or sr4a. Sadly the new errata document does not include a fix for this either.
The FAQ contradictred the RAW of SR4 and still contradicts the rules of SR4A. It was always the Full MAG Attribute for anything but MAG-relates dice pools and Power Points.
QUOTE ('SR4 p. 186f. / SR4A p. 195')
For every point of Magic invested in physical abilities, the character gets one Power Point that she can use to purchase adept powers. Every point of Magic invested in mana-based abilities grants the character one point to use with Magic-based skills. For all other purposes, including the determination of the maximum level for adept powers, the character’s full Magic attribute is used.

Rules>FAQ. FAQ con only explain rules not alter them . Unless the authors release an erratum, the full MAG attribute is used for everything else.
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SpellBinder
post Dec 15 2011, 07:45 AM
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QUOTE (Nebular @ Dec 14 2011, 08:32 AM) *
I'll add this to the list o' stuff. I can't quite use logic like that since the application doesn't have any knowledge as to what gives a character access to MAG, RES, or the like on purpose. When an item creates or removes an Improvement, the application gets notified that access to a special tab is being granted or revoked. It should just be a matter of checking the remaining Improvements a character has for any that grant access to a tab that is about to be removed and preventing that from happening.

Kinda figured that, from trying to learn the code as well (and cramping my brain in the process). And well, not just the tabs but also access to the MAGIC attribute as well in the first tab.

And don't forget my post about grouping armor suites in the previous page. Might've gotten lost in the shuffle.
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Cojuzei
post Dec 15 2011, 08:39 AM
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Either way, Chummer needs to be updated to include this, since SR4a trumps both the FAQ and the original Corebook (being more recently published). Should just be a small change. Max rating for adept powers just references MAG attribute, not Adept splitting.
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Sengir
post Dec 15 2011, 12:08 PM
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The best solution for the Mystic Adept question would IMO be an option to switch between both in the settings. Of course that still leaves the question of what the default setting is, for consistency I'd suggest whatever the current build uses.
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Nebular
post Dec 15 2011, 02:33 PM
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QUOTE (Cojuzei @ Dec 15 2011, 02:39 AM) *
Either way, Chummer needs to be updated to include this, since SR4a trumps both the FAQ and the original Corebook (being more recently published). Should just be a small change. Max rating for adept powers just references MAG attribute, not Adept splitting.

This is already supported. Options window > House Rules tab > Max Spirit Force and Mystic Adept Power Levels based on total MAG Attribute
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Minimax le Rouge
post Dec 15 2011, 02:59 PM
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hi,
i have a problem with custom packs including Knowledge skills:
when selecting such pack, i have an error, and the pack stop to be implemented in the character sheet, fromm the knowledge skills and next.
if i remove the knowlege skills, the custom pack works well.

[ Spoiler ]
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Nebular
post Dec 15 2011, 07:32 PM
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QUOTE (someone3x7 @ Dec 9 2011, 02:42 AM) *
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.

The Weapon Focus Weapon Mod is there with a cost of 0 so that you can attach it to a Weapon to show that a Focus is bound to it. The Bound Focus list picks the Foci out of a character's Gear and requires a large amount of the information that Gear has (which Weapon Mods don't). I need to make a change to how Weapon Foci work - there were complications with the way Bonded Foci used to calculate their costs and total bound Force that didn't play nicely with the Improvement Manager. Most of that change a while back, but I apparently never made the change to Foci that should ask for a text value. You'll need to remove the Weapon Focus Gear item and re-add it to the character (once the next update is available). This time it will actually ask for the name when you add it and remember the value you gave it instead of asking for it each time. (also a necessary change to eventually accommodate Stacked Foci).
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Nebular
post Dec 15 2011, 07:33 PM
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QUOTE (Minimax le Rouge @ Dec 15 2011, 08:59 AM) *
hi,
i have a problem with custom packs including Knowledge skills:
when selecting such pack, i have an error, and the pack stop to be implemented in the character sheet, fromm the knowledge skills and next.
if i remove the knowlege skills, the custom pack works well.

This will be fixed in the next update.
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