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> Chummer Character Generator
Nebular
post Dec 21 2011, 11:04 PM
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QUOTE (Cojuzei @ Dec 21 2011, 01:23 PM) *
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.

Well that's an interesting find. I'll try to work this into the next update as an option.
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Nebular
post Dec 22 2011, 05:03 AM
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Build 269
  • fixed an issue where the Equipped checkbox on the Gear tab in Career Mode would never get enabled
  • Living Persona Attributes show on the Complex Forms tab are now correctly limited by the character's RES Attribute
  • added an option for enforce Capacity limits (enabled by default)
  • Capacity limits are now checked when attempting to move a character from Create Mode to Career Mode when enforcing Capacity limits is enabled
  • Capacity limits are now checked when attempting to add items in Career Mode when enforcing Capacity limits is enabled
  • fixed an issue where trying to change the Rating of a Hacked Skillsoft in Create Mode would throw an error
  • Skillsoft Clusters can now be Hacked
  • moving Gear between a Vehicle and inventory now re-creates the proper plugins
  • added an optional for Use Restrictions to Recoil Compensation (AR 148) (enabled by default)
  • fixed an issue where language files were not mapped to the proper language in the Options window
New Strings
  • Checkbox_Options_UseRestrictionsToRecoilCompensation
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SpellBinder
post Dec 22 2011, 05:49 AM
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QUOTE (Nebular @ Dec 20 2011, 08:58 PM) *
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)

Thought I'd update before posting, just to make sure it didn't get cleared somehow. It was the actual save file itself that couldn't be re-opened, though in retesting (and having since destroyed the issue file in the process), I think the issue may have in deed been connected to the commlink plugin issue I mentioned. Seems to be cleared now, but I'll repost if I notice this again.
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Minimax le Rouge
post Dec 24 2011, 07:31 AM
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QUOTE (Nebular @ Dec 18 2011, 07:36 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.

QUOTE (ShadowWalker @ Dec 19 2011, 12:04 AM) *
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.

I agree with ShadowWalker, it should be possible to turn a Skillwire into a Complex Form by spending Karma.


Another problem, with the Acceleration Echo (UW 147):
It grants the character +1 Initiative Pass, but not the +1 Reaction

And once again, thank you for this amazing work.
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Nebular
post Dec 24 2011, 05:40 PM
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QUOTE (Minimax le Rouge @ Dec 24 2011, 01:31 AM) *
I agree with ShadowWalker, it should be possible to turn a Skillwire into a Complex Form by spending Karma.


Another problem, with the Acceleration Echo (UW 147):
It grants the character +1 Initiative Pass, but not the +1 Reaction

And once again, thank you for this amazing work.

I've updated the Echoes file to add the missing Reaction bit to Acceleration. I'll add the Skillsoft Emulation item to my list of things.
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Nebular
post Dec 24 2011, 10:58 PM
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One last update before I take a few days to relax over the holidays. (IMG:style_emoticons/default/biggrin.gif)

Build 271
  • added support for uploading language files through the application (translators, see http://www.dndjunkie.com/chummer/wiki/Uplo...uage-Files.ashx for information)
  • Expense Entries can now be sorted by clicking on the column headings
  • fixed an issue where trying to edit old Expense Entries that cannot be edited would throw an error
  • removed the ability to select multiple Expense Entries from the same list as once as this had no use
  • "level" is now correctly translated in the Select Adept Power window
  • fixed an issue where the selected value for a Complex Form would appear twice after adding it to the character
  • fixed an issue that prevented Technomancers with the Biowire Echo from being able to add Skillsofts as Complex Forms
  • Skills now check Complex Forms for Skillsoft Ratings
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ShadowWalker
post Dec 25 2011, 01:39 AM
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The positive quality, Inspired, should ask for some text to note what the character is inspired about.
The same for Wanted, would be nice to have it show up directly as to who wants you.
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Nebular
post Dec 25 2011, 04:05 AM
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QUOTE (ShadowWalker @ Dec 24 2011, 07:39 PM) *
The positive quality, Inspired, should ask for some text to note what the character is inspired about.
The same for Wanted, would be nice to have it show up directly as to who wants you.

Done! Qualities file has been updated to add these.
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ShadowWalker
post Dec 25 2011, 10:38 PM
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QUOTE (Nebular @ Dec 24 2011, 11:05 PM) *
Done! Qualities file has been updated to add these.


cool thanks.
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SpellBinder
post Dec 26 2011, 03:45 AM
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Just got a copy of "State Of The Art 2073", and have expanded my custom vehicles file to include the similar models listed in it (link to download in my signature). Also added two more vehicle mods to make marking Security and Military vehicles & drones a bit easier.
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Nebular
post Dec 27 2011, 05:41 AM
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Doesn't mean much to those using English as their UI language, but this should clear up the problem of a ton of strings being hidden by other controls when using French or German. Now it's time for that short break. (IMG:style_emoticons/default/wink.gif)

Build 272
  • all controls now reposition themselves to accommodate longer strings for non-English languages
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deurk
post Dec 27 2011, 06:24 PM
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nice (IMG:style_emoticons/default/biggrin.gif)
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TP13
post Dec 28 2011, 12:47 AM
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Here are a couple of things to consider adding in when you find the time.

RW 34 Running Wild uddates previously published qualities and adept powers for the new skills it introduces. The Animal Empathy positive quality gives +2 dice pool bonus to all skills in the animal husbandry skill group. The Critter Spook negative quality gives a -2 dice pool penalty to all skills in the animal husbandry group. the Animal Empathy adept power gives a dice pool bonus according to rating to all skills in the animal husbandry group.

UN 147 The Advanced Overclocking echo should give a +1 bonus to living persona Response just like the Overclocking echo. It should also only add 1 matrix initiative pass, it currently adds 2. Right now a technomancer with overclocking and advanced overclocking gets 6 initiative passes and they should only have 5.

UN 147 The initiative add string for the Acceleration echo doesnt seem to work. I also dont understand why it needed a different string than the one used for say synaptic boosters or improved reflexes.

UN 149. Karma costs for aquiring skillsoft complex forms are calculated differently than other CFs. The cost of skillsoft CFs is one karma per rating point. A rating 2 skillsoft CF costs 2 karma not 3, a rating 3 skillsoft CF costs 3 karma not 6, and a rating 4 skillsoft CF costs 4 karma not 10,

War 154 The high power chambering firearm statblocks in War (HK-229X, HK G12A4M) have already calculated in the +2 DV from high powered rounds. When loading high power rounds into these weapons in chummer the weapon DV increases +2 instead of staying the same. There should be some sort of exception when adding this ammo to these firarms similar to adding flechette ammo into weopons whose statblocks already incorprate it.
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deurk
post Dec 28 2011, 03:57 PM
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Translations:
  • Impact and Balistic Encumbrance tooltips are untranslated
  • Advanced Contact Option tooltip is untranslated
  • In Metatype selection window, metavariant qualities are untranslated


Interface:
  • Quality selection window labels do not reposition themselves based on translated label length (buttons and search label)
  • Attributes should do not reposition based on columns translated label lengths
  • Creation summary totals do not reposition themselves based on translated label lengths
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Mister Shed
post Dec 28 2011, 09:33 PM
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Feature request: For characters in Career mode a calendar or something similar for helping keep track of lifestyle expenses, runs, and between run extended tests. Doesn't need to be overly complex, something like the Shadowrun Missions Calendar (.pdf here) would be ideal.
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ShadowWalker
post Dec 29 2011, 02:38 AM
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QUOTE (TP13 @ Dec 27 2011, 07:47 PM) *
UN 149. Karma costs for aquiring skillsoft complex forms are calculated differently than other CFs. The cost of skillsoft CFs is one karma per rating point. A rating 2 skillsoft CF costs 2 karma not 3, a rating 3 skillsoft CF costs 3 karma not 6, and a rating 4 skillsoft CF costs 4 karma not 10,

You also need to include all the Program Options when adding a skillsoft as a complex form. The cost is 1 for each Program Option or 1 per rating of the Program Option.
You also can't increase it's rating. You buy it at the rating the skillsoft you threaded was at. The only way to increase it would be to threat a higher rating one.
This means that you can't go higher than a 4 for an activesoft or a 5 for a knowsoft of linguasoft.
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crazymykl
post Dec 31 2011, 06:11 AM
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During Character Creation, the numbers on the "Other Info" tab of the right-hand pane are incorrectly left-aligned.
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Nebular
post Dec 31 2011, 09:29 PM
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QUOTE (TP13 @ Dec 27 2011, 06:47 PM) *
UN 147 The initiative add string for the Acceleration echo doesnt seem to work. I also dont understand why it needed a different string than the one used for say synaptic boosters or improved reflexes.

Seems to be working properly. It adds to the character's real world Initiative Passes, so adding it to a character with 1 IP changes it to 1 (2). There is a problem with it not appearing properly on the printouts though, so I'll have that corrected in the next update. The reason the XML tag is different here is because anything that changes the number of IPs a character gets usually don't stack; you instead get the highest single IP bonus. This Echo is the exception to the rule, so the XML tag tells the application to use the highest single IP bonus and add this value to the result.

I've updated the Echoes, Powers, Qualities, and Weapons files to correct the issues. The two Weapons with High-Power Chambering have had their CV reduced by 2 since the Ammo itself adds those 2 points.
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Nebular
post Dec 31 2011, 10:17 PM
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Build 274
  • corrected the positioning of items in the Other Info tab in Create Mode
  • Metavariant Qualities are now translated in the Select Metatype window
  • tooltip for the Advanced Contact Options button is now properly translated
  • number of real world Initiative Passes is correctly calculated for printout XML
  • Ballistic Encumbrance and Impact Encumbrance are now translated in tooltips
  • all Search labels now reposition themselves based on string lengths
  • added a new Karma value for Complex Form Skillsoft (default 1)
  • Skillsoft Complex Forms now cost an amount of Karma equal to the amount set in the Options window
New Strings
  • String_BallisticEncumbrance
  • String_ImpactEncumbrance
  • Label_Options_ComplexFormSkillsoft
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deurk
post Jan 1 2012, 01:27 AM
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Thank you (IMG:style_emoticons/default/smile.gif)
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SpellBinder
post Jan 1 2012, 05:21 AM
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Would it be possible to put a read box somewhere in Chummer (like the title bar, menu bar, or icon bar) that picks up the rule set being used? It had been bugging me for weeks trying to figure out why a character was being encumbered by armor when it didn't exceed BOX × 2, only to find when I checked the code of the save file that it was using a rule set where I have it set to BOD + STR for armor encumbrance instead.
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Tashiro
post Jan 1 2012, 07:10 AM
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Armour Piercing Flechette (from War) do not have the +5 AP that normal flechette have. Instead, the AP is +0. They still have the +2 damage and are still resisted by Impact armour.
Edit: The reason I bring this up, is because any flechette weapon (such as the Ares Viper) that uses AP flechette should have an AP listed as 0, not +5. The reason it has +5 is because it can only use flechette, and up until War came out, there was only the one type. This would apply to any slivergun.
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Ilod
post Jan 2 2012, 07:26 PM
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Hello,
  • Bioware should be able to be marked as a transgenic modification, as written in the "Animal Feature"'s description (Augmentation, p93), the GM can allow any bioware to be a transgenic modification with the same Nuyen and Essence cost. Which mean you can have a 20% discount and a free bioware if you have either Genetic Heritage or Genecrafted qualities.
  • You should be able to mark tires as not installed on a vehicle. I want to have two set of tires on a vehicle, Racing Tires and Smart Tires, and change them when I need (shouldn't be a problem to do this). I can't buy them anywhere but in vehicle modifications, and bonuses of the two Tires are added to the vehicle stats if I do so.
  • As written in the Ares Light Fire 70 description (Arsenal, p21), you should be able to buy a special silencer exclusive to this pistol for 250 Nuyen.
  • Tiffani Élégance Shooting Bracer's cost should maybe be 1250+, in it's description (Arsenal, p40), it's written than customized versions are available with additional costs up to the GM.
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crazymykl
post Jan 3 2012, 01:52 AM
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The Adept Power Penetrating Strike does not give Unarmed Strikes AP on the printed sheet.
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Ilod
post Jan 3 2012, 02:35 AM
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  • Damage code for Unarmed Attack (which shows up when you use the print tool) is not translated (it shows as 3S in french, should be 3E)
  • Cool resolve should gice a +1 bonus to social tests, like Kinesics.
  • Foregrip and Sling recoil compensation should be cumulative (Arsenal, p148)
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