My Assistant
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Dec 15 2011, 07:34 PM
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#3401
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
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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Dec 15 2011, 08:36 PM
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#3402
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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 |
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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Dec 15 2011, 09:07 PM
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#3403
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
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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Dec 15 2011, 09:46 PM
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#3404
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Target ![]() Group: Members Posts: 30 Joined: 1-December 11 From: Murrieta, CA Member No.: 45,075 |
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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Dec 16 2011, 03:08 AM
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#3405
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Target ![]() Group: Members Posts: 30 Joined: 1-December 11 From: Murrieta, CA Member No.: 45,075 |
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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Dec 16 2011, 02:16 PM
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#3406
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
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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Dec 17 2011, 01:05 AM
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#3407
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
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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Dec 17 2011, 12:47 PM
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#3408
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 5,051 Joined: 3-October 09 From: Kohle, Stahl und Bier Member No.: 17,709 |
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:
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Dec 17 2011, 03:39 PM
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#3409
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
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:
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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Dec 17 2011, 04:02 PM
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#3410
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Build 265
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
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Dec 17 2011, 04:46 PM
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#3411
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Moving Target ![]() ![]() Group: Members Posts: 732 Joined: 5-April 08 From: Ottawa, Canada Member No.: 15,847 |
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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Dec 17 2011, 08:13 PM
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#3412
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 5,051 Joined: 3-October 09 From: Kohle, Stahl und Bier Member No.: 17,709 |
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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Dec 18 2011, 04:38 PM
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#3413
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Target ![]() Group: Members Posts: 82 Joined: 4-July 11 From: The Hive Metaplan Member No.: 32,709 |
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. 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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Dec 18 2011, 06:36 PM
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#3414
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
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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Dec 18 2011, 06:37 PM
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#3415
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
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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Dec 18 2011, 08:36 PM
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#3416
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Moving Target ![]() ![]() Group: Members Posts: 206 Joined: 21-November 09 Member No.: 17,893 |
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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Dec 18 2011, 11:04 PM
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#3417
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
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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Dec 18 2011, 11:06 PM
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#3418
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
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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Dec 20 2011, 03:06 AM
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#3419
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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 |
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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Dec 20 2011, 05:40 AM
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#3420
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Target ![]() Group: Members Posts: 12 Joined: 13-December 05 Member No.: 8,067 |
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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Dec 20 2011, 08:06 AM
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#3421
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Target ![]() Group: Members Posts: 82 Joined: 4-July 11 From: The Hive Metaplan Member No.: 32,709 |
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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Dec 21 2011, 03:58 AM
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#3422
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
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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Dec 21 2011, 04:11 AM
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#3423
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
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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Dec 21 2011, 05:49 PM
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#3424
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
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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Dec 21 2011, 07:23 PM
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#3425
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Target ![]() Group: Members Posts: 30 Joined: 1-December 11 From: Murrieta, CA Member No.: 45,075 |
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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