My Assistant
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May 19 2011, 01:36 AM
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#401
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
Is there an easy way to add custom data or do I need to manually edit or create an xml file?
The Shielding, Smartlink and SimRig Complex forms are not listed. When selecting Technomancer there should be a way to select ones Stream. When selecting the Paragon Quality there should be a way to select which one you are selecting. |
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May 19 2011, 02:29 AM
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#402
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Moving Target ![]() ![]() Group: Members Posts: 199 Joined: 27-April 08 Member No.: 15,932 |
You have to manually create/edit the XML file. Luckily, as with most XML, the syntax is quite simple - just look at the existing files for a framework.
EDIT: I'll second the request for AIs/Free Spirits. I've played an AI and my upcoming group will have a free spirit, so I'd love to be able to point everyone to Chummer. Would it also be possible to add an auto-update check on startup? |
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May 19 2011, 04:41 AM
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#403
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Yep. Sorry about that. No worries. I've updated the file. Let's see if I got it right this time. (IMG:style_emoticons/default/smile.gif) |
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May 19 2011, 04:43 AM
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#404
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
You have to manually create/edit the XML file. Luckily, as with most XML, the syntax is quite simple - just look at the existing files for a framework. EDIT: I'll second the request for AIs/Free Spirits. I've played an AI and my upcoming group will have a free spirit, so I'd love to be able to point everyone to Chummer. Would it also be possible to add an auto-update check on startup? Whoops. The automatic update should have been on my to do list but apparently it wasn't. It's on there now and should be in the next update. |
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May 19 2011, 05:00 AM
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#405
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,109 Joined: 13-March 11 From: Portland, Oregon Member No.: 24,230 |
Works great!
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May 19 2011, 03:27 PM
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#406
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
Mnemonic Enhancer adds it's rating to Knowledge Skills, Languages and Memory related tests.
It does not appear to be doing this on the Skills tab or the character sheet. What I'm not sure of is if the modifier falls under the max modified skill rating of 1.5xbase rating or not? It doesn't say specifically that it modifies the base rating, so I'm guessing it doesn't fall under this rule. |
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May 19 2011, 05:59 PM
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#407
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Mnemonic Enhancers has been corrected to grant its Rating bonus to all Knowledge Skills.
As far as I know, everything that adds to an Active Skill or Knowledge Skill's dice pool should count towards its max modified rating. I've also updated all of the files to include the goodies from Spy Games which was released today! I had to get it since my game is taking place in Denver and it has a bunch of handy information. (IMG:style_emoticons/default/biggrin.gif) |
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May 19 2011, 07:27 PM
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#408
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
On page 118 of SR4A is states, "Some abilities and implants (as noted) may increase this rating, creating a modified skill rating."
"As noted" to me means that under the ability or implant it will say if it modifies the skill rating or is some other kind of modifier. Mnemonic Enhancer states, "Add the enhancer’s rating as a dice pool modifier to Knowledge, Language, and memory-related tests (this bonus may be combined with bonuses from other sources)." Doesn't sound like it modifies the skill rating. Where as the Quality Linguist in the runner's Companion states, "This quality halves the basic learning time for a language and modifies the rating of any Language skill the character possesses by +2." Which definitely sounds like it modifies the skill rating and so is limited by the rules on page 118. |
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May 19 2011, 08:46 PM
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#409
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Target ![]() Group: Members Posts: 7 Joined: 18-May 11 Member No.: 30,152 |
Found another one!
the Adept power Mystic Armor is adding to your encumbrance, as if it was worn armor. Took me a moment to figure out why my ACI/REA kept going down when I added a piece of armor. According to the FAQ, magical armor does not add to encumbrance. -Akhet |
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May 19 2011, 11:46 PM
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#410
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Moving Target ![]() ![]() Group: Dumpshocked Posts: 963 Joined: 15-February 11 From: Tir Tairngire Member No.: 21,972 |
Improved Reflexes has the wrong power point costs for adepts. It should be 1.5, 2.5, 4. instead of 2,3,5.
building an adept right now, that's why I'm spotting adept stuff. |
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May 19 2011, 11:50 PM
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#411
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Target ![]() Group: Members Posts: 86 Joined: 2-November 10 From: California Free State Member No.: 19,144 |
Runners Toolkit (a new product available right now in PDF format only) put it back to the old 2, 4, 5 costs. However we've posted over on the Catalyst Errata Forums asking for a correction the the SR4A costs or the Runners Toolkit costs. I think Nebular is waiting for an official ruling from Catalyst as to which is correct but going with the newer source for now.
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May 20 2011, 12:01 AM
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#412
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Moving Target ![]() ![]() Group: Dumpshocked Posts: 963 Joined: 15-February 11 From: Tir Tairngire Member No.: 21,972 |
oh, well, that's lame. I liked the cheaper costs. It made Adepts better than wired but worse than synaptic boosters which I think is a good place to be, especially since they don't get the mix-match discount razorboiz do.
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May 20 2011, 12:50 AM
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#413
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Target ![]() Group: Members Posts: 86 Joined: 2-November 10 From: California Free State Member No.: 19,144 |
oh, well, that's lame. I liked the cheaper costs. It made Adepts better than wired but worse than synaptic boosters which I think is a good place to be, especially since they don't get the mix-match discount razorboiz do. Personally, I think the SR4A book is correct and that the 2, 3, 5 costs are a Pre-errata version of the SR4 Big Black Book and Street Magic Books. But I don't mind waiting for an errata to Runners Toolkit. I'm thinking of putting in a custom entry for that particular power in the right "custom_xyz.xml" file so that I can buy it for my player at the cost I think is right. Then I can delete that custom entry I'm thinking of calling old Improved Reflexes. I just need to copy the Improved Reflexes over to the custom xml file and then rename and change the power cost. It is a temporary workaround but it should work. |
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May 20 2011, 12:57 AM
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#414
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Moving Target ![]() ![]() Group: Dumpshocked Posts: 963 Joined: 15-February 11 From: Tir Tairngire Member No.: 21,972 |
Personally, I think the SR4A book is correct and that the 2, 3, 5 costs are a Pre-errata version of the SR4 Big Black Book and Street Magic Books. But I don't mind waiting for an errata to Runners Toolkit. I'm thinking of putting in a custom entry for that particular power in the right "custom_xyz.xml" file so that I can buy it for my player at the cost I think is right. Then I can delete that custom entry I'm thinking of calling old Improved Reflexes. I just need to copy the Improved Reflexes over to the custom xml file and then rename and change the power cost. It is a temporary workaround but it should work. If you do this, could you put the custom file somewhere I can find it? There is no errata coming, and I can't xml to save my life. |
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May 20 2011, 01:01 AM
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#415
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
Would it be possible to add some options that allow for changing the basic calculations like how many points you can spend on attributes, how many on nuyen, or how you increase magic/resonance?
There are many different things. max stat, max skills, how many you have start with at 6 or 5. Even what the minimum attribute is at character creation. Some gms want them to be at least a certain amount. |
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May 20 2011, 01:23 AM
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#416
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Target ![]() Group: Members Posts: 86 Joined: 2-November 10 From: California Free State Member No.: 19,144 |
Would it be possible to add some options that allow for changing the basic calculations like how many points you can spend on attributes, how many on nuyen, or how you increase magic/resonance? There are many different things. max stat, max skills, how many you have start with at 6 or 5. Even what the minimum attribute is at character creation. Some gms want them to be at least a certain amount. I believe you can check the box to "Ignore Character Creation Rules" when you start a new character and specify the number of BP to start with. |
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May 20 2011, 02:14 AM
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#417
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Target ![]() Group: Members Posts: 86 Joined: 2-November 10 From: California Free State Member No.: 19,144 |
If you do this, could you put the custom file somewhere I can find it? There is no errata coming, and I can't xml to save my life. Ok, below is the link. You should right click it and select save as I believe otherwise its just going to open up in your web browser as a bunch of text in the xml file format. http://home.comcast.net/~bnielsen93230/Cus...stom_powers.xml They show up in the list as "Old Improved Reflexes 1, 2, and 3" You'll need to place it inside Chummer's Data folder |
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May 20 2011, 02:47 AM
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#418
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Target ![]() Group: Members Posts: 86 Joined: 2-November 10 From: California Free State Member No.: 19,144 |
I have a couple questions for you Nebular.
First, if people start wanting to add custom stuff and share it, should we move that to another thread so this thread can be kept kind of clean for you? Second, you've got a designated books.xml file does that also support a custom file? If it does should we start adding a custom_books.xml file so that we can designate home brew stuff. something like <book> <name>Wizard Thoarins Stuff</name> <code>WTS</code> </book> I'm assuming the books.xml file is there so we can turn on and off full books in the Tools -> Options menu. I'm also assuming that the version number in the various xml files won't mean anything for custom data since we will have to manually update that stuff as well as copy and paste between different sources into our own custom_ files. |
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May 20 2011, 03:16 AM
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#419
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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 |
Would it be possible to add some options that allow for changing the basic calculations like how many points you can spend on attributes, how many on nuyen, or how you increase magic/resonance? Well, I had hoped that ignoring the "Ignore Character Creation Rules" option would cover more things, especially when messing around trying to create a Prime runner (kicks and giggles), I have noticed that you're still limited in how many spells/complex forms you can choose (thought this limitation would be lifted with the "Ignore" option selected). At least the limit of starting Attributes at their maximum rating and skills & skill groups with high ratings is gone with this option.There are many different things. max stat, max skills, how many you have start with at 6 or 5. Even what the minimum attribute is at character creation. Some gms want them to be at least a certain amount. Of course, money is also still limited, though I did find that this can be changed in the .chum file in the middle of character creation (got a test character with 200 karma spent on (IMG:style_emoticons/default/nuyen.gif) and the program considers this legal). |
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May 20 2011, 04:05 AM
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#420
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Well, I had hoped that ignoring the "Ignore Character Creation Rules" option would cover more things, especially when messing around trying to create a Prime runner (kicks and giggles), I have noticed that you're still limited in how many spells/complex forms you can choose (thought this limitation would be lifted with the "Ignore" option selected). At least the limit of starting Attributes at their maximum rating and skills & skill groups with high ratings is gone with this option. Of course, money is also still limited, though I did find that this can be changed in the .chum file in the middle of character creation (got a test character with 200 karma spent on (IMG:style_emoticons/default/nuyen.gif) and the program considers this legal). Crap! The Ignore Rules should ignore ALL of the limits. I'll have to go back and correct this. Thanks for letting me know. |
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May 20 2011, 04:13 AM
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#421
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
I have a couple questions for you Nebular. First, if people start wanting to add custom stuff and share it, should we move that to another thread so this thread can be kept kind of clean for you? Second, you've got a designated books.xml file does that also support a custom file? If it does should we start adding a custom_books.xml file so that we can designate home brew stuff. something like <book> <name>Wizard Thoarins Stuff</name> <code>WTS</code> </book> I'm assuming the books.xml file is there so we can turn on and off full books in the Tools -> Options menu. I'm also assuming that the version number in the various xml files won't mean anything for custom data since we will have to manually update that stuff as well as copy and paste between different sources into our own custom_ files. Yeah, I think moving custom data to another discussion would help keeping track of things I need to actually address a little easier. (IMG:style_emoticons/default/smile.gif) Another topic in the Community Projects forum sounds ideal to me. I'll hop in there to see if anyone has any questions, but the separation would be nice. Yes, books.xml support custom data (so custom_books.xml). All of the data files (both current and future) support custom content. The app has an XmlManager that it loads all of the data through. When it's told to load an XML file, it also looks for custom_[file].xml as well. If it finds it, it merges the two files together and uses the combined content instead, so any XML file I add can be extended with custom content. |
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May 20 2011, 04:15 AM
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#422
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Found another one! the Adept power Mystic Armor is adding to your encumbrance, as if it was worn armor. Took me a moment to figure out why my ACI/REA kept going down when I added a piece of armor. According to the FAQ, magical armor does not add to encumbrance. -Akhet Will hopefully have this fixed in the next update. |
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May 20 2011, 05:09 AM
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#423
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Target ![]() Group: Members Posts: 86 Joined: 2-November 10 From: California Free State Member No.: 19,144 |
Ok, I've started a Custom Data thread for Chummer Character Generator. I've also added links to a custom books file and a custom powers file. Head on over there if you want to grab the "Old Improved Reflexes 1, 2, and 3" and be able to turn them on and off through the "Unofficial Errata" book in the Options menu.
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May 20 2011, 06:30 AM
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#424
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
So playing around I noticed that when you have Genetic Heritage some of the Genetic Bioware items are now showing a "Free!" check box. Which is great, but not all that should be are showing this box.
Genetic Heritage states, "Such an inheritance means the character can start play with one genetic modification (see p. 72) for free." It points to page 72 which is the entire chapter for Genetics. I would take this to mean that any item in there could be taken for free. The math on the discount for both Genetic Heritage and Genecrafted is wrong though. PuSHeD has a base cost of 15,000. If I add just Genecrafted it should get a 20% discount for a cost 12,000. It's showing up as 10,500. If I add just Genetic Heritage again it should give a 20% discount, it's not giving any discount. If I add both Genecrafted and Genetic Heritage it should give a combined discount of 40% for a cost of 9,000. Instead it's showing a cost of 7,500. What I find strange is that Genetic Heritage by itself doesn't give a discount but it does if you have Genecrafted as well. edit Adding a few things to the above. The window used to add Bioware is what is showing the above numbers. Once added and I look at them individually on the main window they are showing a 20% discount on the cost. This 20% only shows up for Genecrafted. Genetic Heritage has no affect on the cost being shown on the main window. |
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May 20 2011, 06:31 AM
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#425
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Moving Target ![]() ![]() Group: Dumpshocked Posts: 963 Joined: 15-February 11 From: Tir Tairngire Member No.: 21,972 |
You guys are awesome.
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Lo-Fi Version | Time is now: 13th April 2022 - 03:47 PM |
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