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> Chummer Character Generator
Nebular
post Dec 15 2011, 07:34 PM
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QUOTE (SpellBinder @ Dec 15 2011, 01:45 AM) *
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.

I'll have the logic for removing access to Special Attributes, tabs, etc. revised in the next update to get around that problem. I've added armor suites to the list, but not sure when I'll get around to looking at that (or quite how I'll do it just yet).
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SpellBinder
post Dec 15 2011, 08:36 PM
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Thought the armor suites thing could be done in a similar fashion as the Gear tab where you've got the "Add Location" button. No rush, of course, as I'm sure you've got more important things to work on. And I'm sure whatever you come up with will work great.
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ShadowWalker
post Dec 15 2011, 09:07 PM
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QUOTE (Nebular @ Dec 15 2011, 02:34 PM) *
I'll have the logic for removing access to Special Attributes, tabs, etc. revised in the next update to get around that problem. I've added armor suites to the list, but not sure when I'll get around to looking at that (or quite how I'll do it just yet).

you could do something similar to locations in gear, just call it suites instead, and then have the suites have the equiped check box.
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Cojuzei
post Dec 15 2011, 09:46 PM
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QUOTE (Nebular @ Dec 15 2011, 06:33 AM) *
This is already supported. Options window > House Rules tab > Max Spirit Force and Mystic Adept Power Levels based on total MAG Attribute

Ah, so Chummer considers it a houserule. I'll keep that in mind next time. I still think it should be the default, since it's not in an optional rule box.
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Cojuzei
post Dec 16 2011, 03:08 AM
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Also, I think you skipped right over one of my earlier posts. Homeground (autosoft, agent) still needs to have its max rating increased to 6, not 3.
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Nebular
post Dec 16 2011, 02:16 PM
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QUOTE (Cojuzei @ Dec 15 2011, 09:08 PM) *
Also, I think you skipped right over one of my earlier posts. Homeground (autosoft, agent) still needs to have its max rating increased to 6, not 3.

Must have missed updating that when I updated the rest of the programs in the Gear file. It has been updated to correct this.
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ShadowWalker
post Dec 17 2011, 01:05 AM
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Could you add charges to stun weapons.
For example the Stun Staff has 15 charges. It would be nice if they can be treated the same way firearms are.
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Sengir
post Dec 17 2011, 12:47 PM
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QUOTE (Nebular @ Dec 15 2011, 03:33 PM) *
This is already supported. Options window > House Rules tab > Max Spirit Force and Mystic Adept Power Levels based on total MAG Attribute

Always great to think of some obscure feature and see that it's already implemented (IMG:style_emoticons/default/smile.gif)


Plus hot off the presses, two bugs from yesterday's session:
  • Improved Sensor Array vehicle mod doesn't seem to do anything
  • ...which is kinda moderated by the fact that Chummer does not complain if a sensor has -20 remaining capacity (IMG:style_emoticons/default/wink.gif)
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Nebular
post Dec 17 2011, 03:39 PM
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QUOTE (Sengir @ Dec 17 2011, 06:47 AM) *
Always great to think of some obscure feature and see that it's already implemented (IMG:style_emoticons/default/smile.gif)


Plus hot off the presses, two bugs from yesterday's session:
  • Improved Sensor Array vehicle mod doesn't seem to do anything
  • ...which is kinda moderated by the fact that Chummer does not complain if a sensor has -20 remaining capacity (IMG:style_emoticons/default/wink.gif)

The snag with Improved Sensor Array is that not all Vehicles come with the same sensor size pre-installed, and there's nothing that's actually stopping a player from adding extra sensors to the Vehicle, so I cannot accurate detect which sensor the Vehicle came with and replace it. From what I recall (it's early and the brain is still a little foggy so I may be wrong), there are rules in Arsenal that let you actually go over the sensor's capacity limit as well. What I may end up doing is adding a setting that toggles enforcing of Capacity rules since some GMs may allow players to go over.
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Nebular
post Dec 17 2011, 04:02 PM
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Build 265
  • Biowires Echo now creates a Skillwire Improvement so that Technomancers with this Echo can thread Skillsofts
  • fixed an issue where Skillsofts were not being properly limited by the character's Skillwire Rating
  • quickly opening/closing groups in the Select Complex Form and Select Spell windows without an item selected no longer throws an error
  • Advanced Lifestyles can now be renamed when editing them
  • fixed an issue where selecting a custom PACKS Kit that contained custom Knowledge Skills would throw an error
  • Bonded Foci no longer attempt to re-create their Improvements when a character's Gear is updated
  • Improvement Manager now only removes access to Special Attributes, tabs, Uncouth, Uneducated, and Infirm if the Improvement being removed is the only remaining item granting access to that item
  • removing Critter Powers now correctly removes any Improvements it created
  • Critter Powers no longer show selected values twice
  • Active Skill tooltip now includes the Skill's Category
  • items with notes now appear in brown text for easier identification
  • Foci that should ask for a selected value now ask for and remember it when they are first added to the character instead of when their Rating changes
  • Foci now show their selected value when appropriate
  • Shock and Stun Weapons now have Ammo information and can be reloaded using Ammo: Stun Charge
  • added support for Override Data Files (see below)
Override Data Files
Similar to Custom Data Files, Override Data Files let you override individual items, replacing the base data with your own version (for example, changing the cost and damage for a Weapon). These follow the same naming rules as Custom Data Files but use "override" as their prefix (such as override_weapons.xml). Multiple Override files can exist for the same type (such as multiple Override files for Weapons), and the files are loaded in alphabetical order after loading the base data files. The item in the Override file completely replaces the base item. This is not intended to be used for holding your new custom data as the XML Manager will only overwrite existing items; it will not add items that do not exist in the base data files. Use at your own risk.

New Strings
  • Checkbox_Option_EnforceCapacity
  • Message_CapacityReached
  • Message_CapacityReachedValidate
Deleted Strings (replaced by Message_CapacityReached)
  • Message_CapacityReachedCyberware
  • Message_CapacityReachedGear
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Tashiro
post Dec 17 2011, 04:46 PM
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Looks awesome.
Out of curiosity, will you have something for Quickens / Anchors? A few of my players have purchased Quickens, and one has a bonus to her Logic, which I can't replicate in the document (that I'm aware of).
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Sengir
post Dec 17 2011, 08:13 PM
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QUOTE (Nebular @ Dec 17 2011, 04:39 PM) *
The snag with Improved Sensor Array is that not all Vehicles come with the same sensor size pre-installed

Sure, but what sensor size is installed can be found in the vehicles.xml, and Chummer obviously has some code like case "minidrone sensor": capacity = 3 to determine what the sensor capacity of a minidrone is. So if the user adds the Improved Sensor Array, all you would have to do is replace the entry in the .chum file with the next higher category (e.g. "minidrone sensor" -> "small drone sensor")...and add a case "extra-large drone sensor":....


Or is there some snag I'm overlooking?
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Minimax le Rouge
post Dec 18 2011, 04:38 PM
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in creation mode, the Living Personna of my TM isn't correct : i have a logic 6 and Resonnace 4, it give me a System 6.
when printing the character Sheet, the Living Personna scores are correct.

QUOTE (Nebular @ Dec 17 2011, 05:02 PM) *
Build 265
[*]Biowires Echo now creates a Skillwire Improvement so that Technomancers with this Echo can thread Skillsofts

can't manage to find that :/
i feel stupid, somebody can explain me how to use this to learn a skillwire complex form?
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Nebular
post Dec 18 2011, 06:36 PM
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QUOTE (Minimax le Rouge @ Dec 18 2011, 10:38 AM) *
in creation mode, the Living Personna of my TM isn't correct : i have a logic 6 and Resonnace 4, it give me a System 6.
when printing the character Sheet, the Living Personna scores are correct.


can't manage to find that :/
i feel stupid, somebody can explain me how to use this to learn a skillwire complex form?

Skillwires is never a Complex Form - the Biowires Echo just gives you access to Skillwires in the same way that the Skillwires Cyberware does (with a Rating equal to your Submersion Grade). It behaves in the exact same way as the Cyberware Skillwires; add Activesoft/Linguasoft/Knowsoft to your character and it will affect your Skills.
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Nebular
post Dec 18 2011, 06:37 PM
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QUOTE (Sengir @ Dec 17 2011, 02:13 PM) *
Sure, but what sensor size is installed can be found in the vehicles.xml, and Chummer obviously has some code like case "minidrone sensor": capacity = 3 to determine what the sensor capacity of a minidrone is. So if the user adds the Improved Sensor Array, all you would have to do is replace the entry in the .chum file with the next higher category (e.g. "minidrone sensor" -> "small drone sensor")...and add a case "extra-large drone sensor":....


Or is there some snag I'm overlooking?

That makes sense. Apparently it's pretty easy to overlook the obvious. (IMG:style_emoticons/default/biggrin.gif)
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McDougle
post Dec 18 2011, 08:36 PM
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QUOTE
-items with notes now appear in brown text for easier identification
-Shock and Stun Weapons now have Ammo information and can be reloaded using Ammo: Stun Charge


This is great news! (IMG:style_emoticons/default/biggrin.gif)
I was hoping those would be implemented some day. (IMG:style_emoticons/default/smile.gif)
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ShadowWalker
post Dec 18 2011, 11:04 PM
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QUOTE (Nebular @ Dec 18 2011, 01:36 PM) *
Skillwires is never a Complex Form - the Biowires Echo just gives you access to Skillwires in the same way that the Skillwires Cyberware does (with a Rating equal to your Submersion Grade). It behaves in the exact same way as the Cyberware Skillwires; add Activesoft/Linguasoft/Knowsoft to your character and it will affect your Skills.


Actually you can in fact turn a Threaded Activesoft/Linguasoft or Knowsoft into a permanent Complex Form by paying an amount of karma equal to the Rating of the Threaded skill +1 karma for each program option or program option rating.
It's under Emulation on page 149 of Unwired.
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ShadowWalker
post Dec 18 2011, 11:06 PM
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QUOTE (Nebular @ Dec 17 2011, 11:02 AM) *
Build 265[list]

b]Override Data Files[/b]
Similar to Custom Data Files, Override Data Files let you override individual items, replacing the base data with your own version (for example, changing the cost and damage for a Weapon). These follow the same naming rules as Custom Data Files but use "override" as their prefix (such as override_weapons.xml). Multiple Override files can exist for the same type (such as multiple Override files for Weapons), and the files are loaded in alphabetical order after loading the base data files. The item in the Override file completely replaces the base item. This is not intended to be used for holding your new custom data as the XML Manager will only overwrite existing items; it will not add items that do not exist in the base data files. Use at your own risk.


Really happy about this. Thanks much.
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SpellBinder
post Dec 20 2011, 03:06 AM
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Two things I noticed about moving gear between the Gear & Vehicle tabs... One: Moving a commlink over causes programs to dump their chosen options (like Crashguard & Armor Piercing) for the defaults (Copy Protection & Registration). Two: More of a theory at this point, but I've had two character sheets become unopenable and I think it's related to moving the aforementioned commlinks from one tab to another.
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Forgotten_Lore
post Dec 20 2011, 05:40 AM
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Thank you to Nebular for the creation of the most useful character generator for any game I have played. And thanks to all those giving feedback to make it even better.

Coming back to the game after a 4 year hiatus and this has helped win over my players who are new to Shadowrun. (IMG:style_emoticons/default/cyber.gif)
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Minimax le Rouge
post Dec 20 2011, 08:06 AM
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hi, i'm back with my Skillsoft problems :
buying a Pirated skillsoft then trying to change is rating lead to :
[ Spoiler ]


No problem when the skillsoft isn't pirated

Edit :
Maybe you missed this one Nebular :
http://forums.dumpshock.com/index.php?show...t&p=1127593
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Nebular
post Dec 21 2011, 03:58 AM
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QUOTE (SpellBinder @ Dec 19 2011, 09:06 PM) *
Two things I noticed about moving gear between the Gear & Vehicle tabs... One: Moving a commlink over causes programs to dump their chosen options (like Crashguard & Armor Piercing) for the defaults (Copy Protection & Registration). Two: More of a theory at this point, but I've had two character sheets become unopenable and I think it's related to moving the aforementioned commlinks from one tab to another.

Is it the character sheets (printed files) that you cannot open or the actual character save files that are having the problem? Just want to make sure I'm looking for the right thing. (IMG:style_emoticons/default/smile.gif)
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Nebular
post Dec 21 2011, 04:11 AM
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QUOTE (Minimax le Rouge @ Dec 20 2011, 02:06 AM) *
hi, i'm back with my Skillsoft problems :
buying a Pirated skillsoft then trying to change is rating lead to :

No problem when the skillsoft isn't pirated

Edit :
Maybe you missed this one Nebular :
http://forums.dumpshock.com/index.php?show...t&p=1127593

The Skillsoft Rating thing will be fixed in the next update. I completely missed the Hacked Skillsoft Cluster item, so thanks for pointing that out. I've updated the Gear file so that Skillsofts have their proper Capacity. The issue you mentioned with Analyze will also be fixed in the next update. I'm changing how Capacity rules are enforced by turning it into an option (enabled by default). You can go over Capacity as much as you like in Create Mode, but if the option is turned on, it will cause a validation error when trying to move the character to Career Mode (like the other validation rules). In Career Mode with the option on, it won't let you go over the Capacity limit at all.
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Nebular
post Dec 21 2011, 05:49 PM
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The Weapons, Gear, Vehicles, and Books data files have been updated to include the content from the new State of the Art 2073 book.
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Cojuzei
post Dec 21 2011, 07:23 PM
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Something one of my players brought up. Page 148 Arsenel, a lot of the recoil comp bonuses don't actually stack. Not sure if this was intentional, but everything stacks with everything else for RC.
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