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> Chummer Character Generator
ShadowWalker
post Jan 21 2012, 02:42 AM
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Found a couple of things

The quality Biocompatability - Bioware is affecting the essence cost of genetech, which the quality description says it doesn't.

The first point of resonance is costing 10 points of BP. The Technomancer quality says they start with a one.
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ShadowWalker
post Jan 21 2012, 03:12 AM
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All specialization drop downs are disabled, not sure why.

Edit: Never mind, figured out why they were greyed out.
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Nebular
post Jan 21 2012, 03:23 AM
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QUOTE (ShadowWalker @ Jan 20 2012, 08:42 PM) *
Found a couple of things

The quality Biocompatability - Bioware is affecting the essence cost of genetech, which the quality description says it doesn't.

The first point of resonance is costing 10 points of BP. The Technomancer quality says they start with a one.

Technomancer is working properly. Create a new Human, add Technomancer, you get your one free point of RES and are only down the 5 BP for the Quality. RES/MAG will appear to cost you additional BP if you have any ESS loss from implants. In Create Mode, it assumes that if you set RES to say 2, you want your character to have 2 RES, so it leaves it there and deducts the BP necessary to keep it there.

I don't see Biocomatability (Bioware) affecting the ESS cost of Genetech either. From what I'm seeing, everything is OK.

QUOTE (ShadowWalker @ Jan 20 2012, 09:12 PM) *
All specialization drop downs are disabled, not sure why.

Yes, on new characters they'll appear to be disabled. As noted in the change notes for Build 289, the Specialization fields are disabled if the Skill is Grouped or if its Rating is 0 since you cannot take Specializations in Skills that you do not have any Rating points in. If you put a single point in the Skill, the Specialization field will become enabled.
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ShadowWalker
post Jan 21 2012, 04:03 AM
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Ah, it was probably the essence thing. Forgot to turn on the optional rule. That's where the difference was.
Not sure why, but the window for selecting bioware was showing a different essence cost than what's shown on the main character window.
When I removed the quality the price discount dissapeared, put it back and the discount was there again.
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Nebular
post Jan 21 2012, 04:05 AM
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QUOTE (ShadowWalker @ Jan 20 2012, 10:03 PM) *
Ah, it was probably the essence thing. Forgot to turn on the optional rule. That's where the difference was.
Not sure why, but the window for selecting bioware was showing a different essence cost than what's shown on the main character window.
When I removed the quality the price discount dissapeared, put it back and the discount was there again.

Which item were you looking at? Wonder if it's something to do with a particular piece of Bioware...
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deurk
post Jan 21 2012, 10:59 AM
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QUOTE (deurk @ Jan 20 2012, 11:24 PM) *
Sounds wonderful Nebular!
Thanks for your efforts.

Oh, and I hate you for all the translation needed for improvements.xml! (IMG:style_emoticons/default/sarcastic.gif)
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McDougle
post Jan 21 2012, 03:59 PM
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Just passing by to congrat you on the improvements tab. It rocks!
This way I was able to make Reakt apply a modifier to dodge(on which we argued (IMG:style_emoticons/default/wink.gif) ). (IMG:style_emoticons/default/smile.gif)

I didn´t expect this addition... awesome surprise! (IMG:style_emoticons/default/biggrin.gif)
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ShadowWalker
post Jan 21 2012, 04:11 PM
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QUOTE (Nebular @ Jan 20 2012, 11:05 PM) *
Which item were you looking at? Wonder if it's something to do with a particular piece of Bioware...

It wasn't bioware I was looking at, it was genetech. in particular it was the Genetic Optimization.
The selection window is showing .18 essence, and once added the main window is showing .2.
The .2 is the correct amount.

And I just noticed I have the house rule, "Essence loss only reduces MAG/RES maximum" checked, but base resonance is being reduced along with max.
So I unchecked the house rule, reopened the character and the attribute is acting the exact same way.
It allows me to reduce the attribute to zero and aug shows (1).
At 1 or higher aug shows nothing. I was under the impression that standard rules was that it would be 2 (1) and max would be 6 (5) if you have one point
of essence loss. Doing it this way had karma implications because it's more expensive to buy a 2 than it is a 1 and so on.

Either way the house rule is doing the same thing that happens when it's not checked.

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ShadowWalker
post Jan 21 2012, 04:29 PM
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Would it be possible to have genetech show up on the cyberware/bioware tree as it's own root?
so
Selected Cyberware
Selected Bioware
Selected Genetech
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Sengir
post Jan 21 2012, 07:28 PM
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Another small request for the output XML: The <included /> tag (well, that's the name in the .chum file) for mods which come with the drone would be helpful

PS: Yet another one, the XML lists the Armor rating of a vehicle both in the name of the mod an in the rating tag
CODE
<name>Armor, Normal (Rating 10)</name>
...
<rating>10</rating>
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Nebular
post Jan 21 2012, 09:22 PM
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QUOTE (ShadowWalker @ Jan 21 2012, 10:11 AM) *
It wasn't bioware I was looking at, it was genetech. in particular it was the Genetic Optimization.
The selection window is showing .18 essence, and once added the main window is showing .2.
The .2 is the correct amount.

And I just noticed I have the house rule, "Essence loss only reduces MAG/RES maximum" checked, but base resonance is being reduced along with max.
So I unchecked the house rule, reopened the character and the attribute is acting the exact same way.
It allows me to reduce the attribute to zero and aug shows (1).
At 1 or higher aug shows nothing. I was under the impression that standard rules was that it would be 2 (1) and max would be 6 (5) if you have one point
of essence loss. Doing it this way had karma implications because it's more expensive to buy a 2 than it is a 1 and so on.

Either way the house rule is doing the same thing that happens when it's not checked.

Looks like I inadvertently broke it when I was making changes to Attributes. I put in the corrections for it everyone but one place. (IMG:style_emoticons/default/nyahnyah.gif) This will be corrected in the next update.

The Karma cost for improving MAG or RES is always based on its current value. If you have MAG 2, then have it reduced to 1 through ESS loss, you would spend 10 Karma to bring it back to 2. It is a permanent reduction to the attribute's actual value, not a negative modifier.

Genetech is still counted as Bioware (counts towards you Bioware ESS total, affected by Bioware cost modifiers, etc.), so I'm going to leave it where it is.

Edit: Found why you're seeing Genetech as having a reduced ESS cost when it shouldn't! This only comes up if you have Biocompatability (Bioware), use the Search field to search for a name, then select an item! If you select the Genetech category from the category list, the window is hard-coded to force the ESS multiplier to 1. I'll have this fixed in the next update.
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Nebular
post Jan 21 2012, 09:24 PM
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QUOTE (Sengir @ Jan 21 2012, 01:28 PM) *
Another small request for the output XML: The <included /> tag (well, that's the name in the .chum file) for mods which come with the drone would be helpful

PS: Yet another one, the XML lists the Armor rating of a vehicle both in the name of the mod an in the rating tag
CODE
<name>Armor, Normal (Rating 10)</name>
...
<rating>10</rating>

Vehicle Mods are currently printing their full name instead of their shortened name. (IMG:style_emoticons/default/nyahnyah.gif) I'll have both of these corrected in the next update.
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Nebular
post Jan 21 2012, 09:47 PM
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QUOTE (Sengir @ Jan 19 2012, 12:15 PM) *
I have to follow it up with the next vehicle problem right away, though: The printout XML does not contain a vehicle's Matrix stats, would be nice if we got the same tags there as for commlinks.

Also in the next update. Took a bit for the ol' brain to remember that the information is already there, just not in the printout. (IMG:style_emoticons/default/wobble.gif)
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ShadowWalker
post Jan 21 2012, 10:42 PM
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QUOTE (Nebular @ Jan 21 2012, 04:22 PM) *
Looks like I inadvertently broke it when I was making changes to Attributes. I put in the corrections for it everyone but one place. (IMG:style_emoticons/default/nyahnyah.gif) This will be corrected in the next update.

The Karma cost for improving MAG or RES is always based on its current value. If you have MAG 2, then have it reduced to 1 through ESS loss, you would spend 10 Karma to bring it back to 2. It is a permanent reduction to the attribute's actual value, not a negative modifier.

Genetech is still counted as Bioware (counts towards you Bioware ESS total, affected by Bioware cost modifiers, etc.), so I'm going to leave it where it is.

Edit: Found why you're seeing Genetech as having a reduced ESS cost when it shouldn't! This only comes up if you have Biocompatability (Bioware), use the Search field to search for a name, then select an item! If you select the Genetech category from the category list, the window is hard-coded to force the ESS multiplier to 1. I'll have this fixed in the next update.


The thing is, during character creation when you have the Only reduces maximum, it's still decreasing the base as well as the maximum.
So you end up having to spend BP to increase Resonance back up to a 1. Which you shouldn't have to do because the base shouldn't have been lowered.
I've not checked if this is the case with the Magic attribute.
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Nebular
post Jan 21 2012, 10:44 PM
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QUOTE (ShadowWalker @ Jan 21 2012, 04:42 PM) *
The thing is, during character creation when you have the Only reduces maximum, it's still decreasing the base as well as the maximum.
So you end up having to spend BP to increase Resonance back up to a 1. Which you shouldn't have to do because the base shouldn't have been lowered.
I've not checked if this is the case with the Magic attribute.

Right. This will be fixed in the next update as part of the correction I mentioned above. With any luck I'll have it ready tonight. Just trying to work something in...
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Sengir
post Jan 21 2012, 11:01 PM
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QUOTE (Nebular @ Jan 21 2012, 10:47 PM) *
Also in the next update. Took a bit for the ol' brain to remember that the information is already there, just not in the printout. (IMG:style_emoticons/default/wobble.gif)

If it helps, it took me some time to actually look at the xml and realize the stats are not there although the .chum has them (IMG:style_emoticons/default/wink.gif)
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SpellBinder
post Jan 22 2012, 12:05 AM
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Just noticed, but in making a new character the selected rule set shifts to the next one down in the list (or to the top if it's the last in the list).
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Nebular
post Jan 22 2012, 12:29 AM
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Build 292
  • fixed an issue where entering custom text in the Select Item window would throw an error
  • added <include /> tag to Weapon Mod, Weapon Accessory, and Vehicle Mods in printout XML
  • added <firewall />, <signal />, <response />, <system />, and <devicerating /> to Vehicles in printout XML
  • added <min />, <max />, and <aug /> to Attributes in printout XML
  • Essence loss only reduces MAG/RES maximum House Rule works properly again
  • Select Cyberware window now uses the category of the selected item instead of the category selected in the category list to determine Essence and Nuyen cost discounts based on item category
  • fixed an issue where Setting names in the Select Setting window could map to the wrong file
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ShadowWalker
post Jan 22 2012, 03:31 AM
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QUOTE (Nebular @ Jan 21 2012, 07:29 PM) *
Build 292
  • fixed an issue where entering custom text in the Select Item window would throw an error
  • added <include /> tag to Weapon Mod, Weapon Accessory, and Vehicle Mods in printout XML
  • added <firewall />, <signal />, <response />, <system />, and <devicerating /> to Vehicles in printout XML
  • added <min />, <max />, and <aug /> to Attributes in printout XML
  • Essence loss only reduces MAG/RES maximum House Rule works properly again
  • Select Cyberware window now uses the category of the selected item instead of the category selected in the category list to determine Essence and Nuyen cost discounts based on item category
  • fixed an issue where Setting names in the Select Setting window could map to the wrong file


Great thanks, working now.

On a side note, since I'm working on my Technomancer.
Would you add the ability to change the sort/grouping of Complex Forms in the list showing the ones a character has. Alpha is fine but being able to group them by category, common use, hacking, etc.
This would be great.

Thanks.
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ShadowWalker
post Jan 22 2012, 03:44 AM
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Suggestion for the Paragon and Mentor qualities.
In both causes there are bonuses that they can give that are player choice.
I've not looked at all of them, but I'm pretty sure none have an infinite list to them. or even an exceptionally long one.
The idea I had was to within the Paragon/Mentor's definition include in it a <selectionlist> and have listed in it individual items for the list to be selected.
Then within the character store that as well part of the paragon/mentor that was selected.
This way the individual bonus could be listed, and in some way integrated with then new improvements tab. So as to create each of the modifiers grated, both good and bad to the list on that tab.
I'm sure there might be other places where auto created items on the improvements tab would be great too.
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ShadowWalker
post Jan 22 2012, 04:26 AM
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The Handy Sack doesn't allow plugins.
It would be nice to be able to attach items to it. This would allow for the ability to easily show what is being stored in it, without having to use a location, since the sack itself could be in a location.
Just cleaner to allow it to have items attached to it.

Just noticed that when I try to add System 6, or Firewall 6 as a plugin to a custom commlink it doesn't attach them to the commlink instead it puts them outside of it in the general list, and they can't be attached to it.
Can't add Datachips as a plugin to a commlink.
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ShadowWalker
post Jan 22 2012, 04:31 AM
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Undoing an Expense when the Expense is a Matrix Program that has Program Options causes the node and it's sub nodes to be left behind, but blank.
Work around is to manually delete the blank node.
Seen it happen a couple of times now with items that did not have something attached to it. It might be happening because the item in question being removed was also selected
on the gear tab.
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ShadowWalker
post Jan 22 2012, 04:58 AM
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When you have the same ammo split into multiple stacks when you reload it shows a list of available ammo, and the split ammo shows up twice.
There isn't anything differentiating the different stacks in the list. Showing location and/or stack size in () would be good.
Both is better than either by itself, and location by itself is better than stack size by itself.
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Sengir
post Jan 22 2012, 03:41 PM
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The good ol' Doberman needs some fixing:
CODE
        <vehicle>
            <name>GM-Nissan Doberman (Medium)</name>
            <category>Drones: Medium</category>
            <handling>0</handling>
            <accel>10/25</accel>
            <speed>75</speed>
            <pilot>3</pilot>
            <body>3</body>
            <armor>6</armor>
            <sensor>3</sensor>
            <devicerating>3</devicerating>
            <avail>6</avail>
            <cost>3000</cost>
            <mods>
                <name>Walker Mode</name>
                <name>Weapon Mount (Normal, External, Turret, Remote)</name>
            </mods>
            <gears>
                <gear>Medium Drone Sensor</gear>
                <gear raTing="3" select="Self">Targeting</gear> <--- misspelled "rating"
                <gear rating="3>Clearsight</gear> <---- missing autosoft
            </gears>
            <source>SR4</source>
            <page>350</page>
        </vehicle>
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crazymykl
post Jan 22 2012, 05:09 PM
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When I attempt to add a point to a skill in career mode without sufficient karma, I recieve an exception dialog rather than a "You can't afford this." dialog.
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