Chummer Character Generator |
Chummer Character Generator |
Feb 11 2012, 03:28 AM
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#3776
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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 of this too late, but in the next update (or whenever) would it be possible to include the Limited Spell option to the custom spells creator?
Added: Just found this when making a Burnout Mystic Adept, the Reflex Recorder bioware item only works on Combat and Physical skills. |
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Feb 11 2012, 05:03 AM
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#3777
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Moving Target Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
Standard Gear already supported Signal, so it was intentionally left out in saying "here's what's new". (IMG:style_emoticons/default/wink.gif) So how do we change the values for the existing gear, and does it affect cyberware, armor and weapons as well? |
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Feb 11 2012, 12:15 PM
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#3778
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Moving Target Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
Build 311
Great, did you put in place the chargen ones too? The fact that some negative traits do bring notoriety from the start could be interesting to have on character creation. |
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Feb 11 2012, 12:21 PM
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#3779
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Target Group: Members Posts: 5 Joined: 15-September 11 Member No.: 38,054 |
Hi,
I found a bug when i want to add an advanced echo in french it's impossible saying that i don't have all requirements and listing : nothing... |
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Feb 11 2012, 01:06 PM
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#3780
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Moving Target Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
Got 34 Carrier Karma and my Cred is 4, is that normal?
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Feb 11 2012, 03:13 PM
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#3781
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
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Feb 11 2012, 03:14 PM
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#3782
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Great, did you put in place the chargen ones too? The fact that some negative traits do bring notoriety from the start could be interesting to have on character creation. There are Qualities that affect it, but the Street Cred, Notoriety, and Public Awareness fields aren't there in Create Mode. I should probably add the calculated ones. |
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Feb 11 2012, 03:14 PM
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#3783
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
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Feb 11 2012, 03:15 PM
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#3784
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
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Feb 11 2012, 07:53 PM
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#3785
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Moving Target Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
You don't. The Sensor property for standard Gear is primarily there for Vehicle/Drone Sensors. Except that Peripheral Devices includes items from Standard Gear, Cyberware, Armor, and Weapons. All Peripheral Devices have those 4 attributes, Response, Signal, System and Firewall. What's worse is that Peripheral Devices ignore the regular rules about System not being higher than Response. The Category I created, Peripheral Devices is showing up correctly but each item within the list is not showing correctly. The individual items are showing in the list as "Chummer.ListItem" instead of their name. If I click on them I get an exception. The following is an example of one of the entries I created. [ Spoiler ]
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Feb 12 2012, 12:08 AM
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#3786
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Target Group: Members Posts: 74 Joined: 26-January 12 Member No.: 48,220 |
Hello,
I just noticed a small flaw when creating an AI character: The first poitn of edge costs 15 BP, even though it should be included in the "race" costs of 110 BP: see RC 89: An AI’s Mental attributes and Edge start at 1. It may buy up these attributes at the standard BP costs for attributes (p. 73, SR4 ). The natural maximum for the Mental attributes is 6, and the ... thanks for correcting this. best regards |
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Feb 12 2012, 10:45 AM
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#3787
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Target Group: Members Posts: 74 Joined: 26-January 12 Member No.: 48,220 |
One other small flaw in latest version:
when adding and binding a summoning focus the dice pool bonus for summoning is not shown in the char sheet. thanks for your great work... (IMG:style_emoticons/default/smile.gif) |
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Feb 12 2012, 01:23 PM
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#3788
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Moving Target Group: Members Posts: 154 Joined: 8-February 12 Member No.: 49,431 |
One other small flaw in latest version: when adding and binding a summoning focus the dice pool bonus for summoning is not shown in the char sheet. thanks for your great work... (IMG:style_emoticons/default/smile.gif) Does it have to be activated before adding the dice pool? |
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Feb 12 2012, 03:16 PM
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#3789
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
I just noticed a small flaw when creating an AI character: The first poitn of edge costs 15 BP, even though it should be included in the "race" costs of 110 BP: see RC 89: An AI’s Mental attributes and Edge start at 1. It may buy up these attributes at the standard BP costs for attributes (p. 73, SR4 ). The natural maximum for the Mental attributes is 6, and the ... I'll have the EDG bit fixed in the next update. when adding and binding a summoning focus the dice pool bonus for summoning is not shown in the char sheet. A Fous doesn't add its bonus unless it's Bonded to the character (simply having it isn't enough). After you add the Focus to an Awakened character, you should see the Focus appear in the Bonded Foci list next to the Gear list. When you put a check mark beside it, the Focus will become Bonded. The only Focus that currently adds any bonuses to the character is the Power Focus; all of the other ones only apply to certain Spell categories and Spirit types, so their bonus is conditional. |
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Feb 12 2012, 03:19 PM
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#3790
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Except that Peripheral Devices includes items from Standard Gear, Cyberware, Armor, and Weapons. All Peripheral Devices have those 4 attributes, Response, Signal, System and Firewall. What's worse is that Peripheral Devices ignore the regular rules about System not being higher than Response. The Category I created, Peripheral Devices is showing up correctly but each item within the list is not showing correctly. The individual items are showing in the list as "Chummer.ListItem" instead of their name. If I click on them I get an exception. The following is an example of one of the entries I created. Er... the Peripherals category already exists in the core data files. You provided them to me quite a while back. Wouldn't it be more fitting to just update the ones that are already there? |
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Feb 12 2012, 03:38 PM
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#3791
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Moving Target Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
Er... the Peripherals category already exists in the core data files. You provided them to me quite a while back. Wouldn't it be more fitting to just update the ones that are already there? bah, I probably forgot to delete it from my custom file. Which is probably why it's bugged. Just noticed the category is showing up twice, and the items in both categories are giving Chummer.ListItem thing. Might want to do something to filter out duplicate categories from different files. After deleting the duplicate category it's still showing Chummer.ListItem. The Chummer.ListItem thing didn't dissapear until I deleted all the items that I had added under Peripherals. Is there a way to have Peripherals be used for Plugins only? Maybe have a <PluginOnly>True</PluginOnly> or even something on the Category that is <category PluginOnly="True">Peripherals</category> Both of those would work well. As it's possible that individual items could be a plugin and so could an entire category. |
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Feb 12 2012, 03:41 PM
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#3792
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Target Group: Members Posts: 74 Joined: 26-January 12 Member No.: 48,220 |
A Fous doesn't add its bonus unless it's Bonded to the character (simply having it isn't enough). After you add the Focus to an Awakened character, you should see the Focus appear in the Bonded Foci list next to the Gear list. When you put a check mark beside it, the Focus will become Bonded. The only Focus that currently adds any bonuses to the character is the Power Focus; all of the other ones only apply to certain Spell categories and Spirit types, so their bonus is conditional. It is bonded, however you are right that it is a conditional bonus. This however does not appear when you add the focus to your equipment. You are buying just the general focus and not a specific one for a spirit type. Perhaps you can expand the list of foci with summoning, banishing and binding foci for all spirit types (Fire, Water, Air, Earth, Man, Beast, Plant, Guide, Guard, Task) like you did for for example the spellcasting foci or perhaps make it a dropdown menu like with genetic optimization, so when buying a spirit foci you have to select a spirit type from the same list that is connected to the selected tradition? Is this possible? |
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Feb 12 2012, 03:46 PM
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#3793
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Moving Target Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
It is bonded, however you are right that it is a conditional bonus. This however does not appear when you add the focus to your equipment. You are buying just the general focus and not a specific one for a spirit type. Perhaps you can expand the list of foci with summoning, banishing and binding foci for all spirit types (Fire, Water, Air, Earth, Man, Beast, Plant, Guide, Guard, Task) like you did for for example the spellcasting foci or perhaps make it a dropdown menu like with genetic optimization, so when buying a spirit foci you have to select a spirit type from the same list that is connected to the selected tradition? Is this possible? For conditional bonuses you can use the Improvements tab to get it to show up. |
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Feb 12 2012, 04:18 PM
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#3794
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
It is bonded, however you are right that it is a conditional bonus. This however does not appear when you add the focus to your equipment. You are buying just the general focus and not a specific one for a spirit type. Perhaps you can expand the list of foci with summoning, banishing and binding foci for all spirit types (Fire, Water, Air, Earth, Man, Beast, Plant, Guide, Guard, Task) like you did for for example the spellcasting foci or perhaps make it a dropdown menu like with genetic optimization, so when buying a spirit foci you have to select a spirit type from the same list that is connected to the selected tradition? Is this possible? Yeah, I realised this right after I typed it. The Banishing, Binding, and Summoning Foci don't actually ask you for a value. (IMG:style_emoticons/default/nyahnyah.gif) I'll have this corrected in the next update. I'm also updating the Spellcasting Foci so that they add their bonus to Spellcasting Tests for the appropriate Category, as well as adding a Dice Pool field to the Spells tab that shows the size of the dice pool for the select Spell. Gunslingers have it on their guns, so why shouldn't Magicians have it for their Spells? (IMG:style_emoticons/default/biggrin.gif) |
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Feb 12 2012, 04:18 PM
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#3795
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
bah, I probably forgot to delete it from my custom file. Which is probably why it's bugged. Just noticed the category is showing up twice, and the items in both categories are giving Chummer.ListItem thing. Might want to do something to filter out duplicate categories from different files. After deleting the duplicate category it's still showing Chummer.ListItem. The Chummer.ListItem thing didn't dissapear until I deleted all the items that I had added under Peripherals. Is there a way to have Peripherals be used for Plugins only? Maybe have a <PluginOnly>True</PluginOnly> or even something on the Category that is <category PluginOnly="True">Peripherals</category> Both of those would work well. As it's possible that individual items could be a plugin and so could an entire category. If you want it to only be usable as a plugin, change it's Capacity from 0 to [0]. 0 implies it grants 0 Capacity and can potentially have plugins. [0] means it eats up 0 Capacity from a parent and must be used as a plugin. |
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Feb 12 2012, 05:22 PM
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#3796
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Moving Target Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
If you want it to only be usable as a plugin, change it's Capacity from 0 to [0]. 0 implies it grants 0 Capacity and can potentially have plugins. [0] means it eats up 0 Capacity from a parent and must be used as a plugin. If I try adding Gear, and I select the Peripherals Category the items show up but as the Chummer.ListItems. When I click "Add Gear" they all show up, and say Capacity [0]. Edit: Looked at the data in my custom file and it has capacity 0. The thing is, they should be only used as Plugins, but can themselves be upgraded with a higher response, signal, system and firewall. What's strange is if I add custom items to the list the entire list of items in the Category show up as Chummer.ListItems. [ Spoiler ] Is there a way to get this particular Category to show up as plugin for Armor, Firearms and Cyberware? I had an idea for the Commlink Cyberware and Weapon Commlink accessory. When added, have a window pop up that lists all the commlinks under the Commlink Category. When selected the commlink will show up in the tree attached to the cyberware or weapon. You could add something like, <ChoosePluginFromCategory>Commlinks</ChoosePluginFromCategory> And when Chummer sees this partifular item it gives the user a list to choose from based on the items in the category. |
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Feb 12 2012, 06:35 PM
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#3797
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Target Group: Members Posts: 74 Joined: 26-January 12 Member No.: 48,220 |
Yeah, I realised this right after I typed it. The Banishing, Binding, and Summoning Foci don't actually ask you for a value. (IMG:style_emoticons/default/nyahnyah.gif) I'll have this corrected in the next update. I'm also updating the Spellcasting Foci so that they add their bonus to Spellcasting Tests for the appropriate Category, as well as adding a Dice Pool field to the Spells tab that shows the size of the dice pool for the select Spell. Gunslingers have it on their guns, so why shouldn't Magicians have it for their Spells? (IMG:style_emoticons/default/biggrin.gif) SUPER GREAT! (IMG:style_emoticons/default/smile.gif) can't wait for the next release... |
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Feb 12 2012, 06:38 PM
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#3798
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Moving Target Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
The Commlink, program running stuff you just added should include all software.
Empathy, Facial Recognition, Programming Software Suite, etc, all take up processor limit while running. |
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Feb 12 2012, 08:51 PM
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#3799
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
The Commlink, program running stuff you just added should include all software. Empathy, Facial Recognition, Programming Software Suite, etc, all take up processor limit while running. Looks like this is the only one that wasn't included in the list of what's considered to be software. I'll have this fixed in the next update. |
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Feb 12 2012, 09:03 PM
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#3800
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
If I try adding Gear, and I select the Peripherals Category the items show up but as the Chummer.ListItems. When I click "Add Gear" they all show up, and say Capacity [0]. Edit: Looked at the data in my custom file and it has capacity 0. The thing is, they should be only used as Plugins, but can themselves be upgraded with a higher response, signal, system and firewall. What's strange is if I add custom items to the list the entire list of items in the Category show up as Chummer.ListItems. Is there a way to get this particular Category to show up as plugin for Armor, Firearms and Cyberware? I had an idea for the Commlink Cyberware and Weapon Commlink accessory. When added, have a window pop up that lists all the commlinks under the Commlink Category. When selected the commlink will show up in the tree attached to the cyberware or weapon. You could add something like, <ChoosePluginFromCategory>Commlinks</ChoosePluginFromCategory> And when Chummer sees this partifular item it gives the user a list to choose from based on the items in the category. The XML you have is missing a few elements that Chummer requires (it doesn't validate against the XSD file). Specifically, it's missing <rating>. When I add <rating> to them, they appear properly in my copy. There is no way to mark a piece of Gear as being an allowable plugin for Cyberware or Weapons since they know nothing about Gear (and introduces a ton of complications). You can mark a piece of Gear as being allowed as an Armor plugin by include <armorcapacity>[1]</armorcapacity> (or whatever amount of Capacity it should consume). A Category automatically shows up in the list for Armor plugins if it has at least one item that can be added as an Armor plugin. The window basically adds all of the categories, then removes those that don't have at least one selectable item. |
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