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> Chummer Character Generator
longbowrocks
post May 30 2011, 11:18 PM
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Thanks. I guess I should have asked earlier, but what about steampunk drones?
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whatevs
post May 31 2011, 01:28 AM
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Not sure if anyone else has replicated this issue, but every time there's an update, my character ends up broken. The problem is with attribute calculation. After every update, two augmented attributes change from (6) to (2), and then impact everything else from there. Skill ratings that were originally 10 (including augmented attribute of 6), end up being 4. The character in question uses all bioware, so I'm wondering if the problem originates there.

When I recreate the character from scratch (after the update), the problems don't replicate. But I'm guessing the next update with undo that work. My mage character (with no bio) seems fine.

Any suggestions?
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whatevs
post May 31 2011, 01:28 AM
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Damn double post... what I just said.
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whatevs
post May 31 2011, 01:39 AM
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While I'm in the mood to post, noticed that weapons and modifications don't have concealability ratings / modifiers. Any plans for this Nebular?
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Nebular
post May 31 2011, 01:40 AM
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QUOTE (longbowrocks @ May 30 2011, 06:18 PM) *
Thanks. I guess I should have asked earlier, but what about steampunk drones?

Nowhere to be found. Completely missed it. (IMG:style_emoticons/default/smile.gif)
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Nebular
post May 31 2011, 01:41 AM
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QUOTE (whatevs @ May 30 2011, 08:28 PM) *
Not sure if anyone else has replicated this issue, but every time there's an update, my character ends up broken. The problem is with attribute calculation. After every update, two augmented attributes change from (6) to (2), and then impact everything else from there. Skill ratings that were originally 10 (including augmented attribute of 6), end up being 4. The character in question uses all bioware, so I'm wondering if the problem originates there.

When I recreate the character from scratch (after the update), the problems don't replicate. But I'm guessing the next update with undo that work. My mage character (with no bio) seems fine.

Any suggestions?

Not entirely sure. Could you email me the save file (nebular@shaw.ca) and I'll take a look and see what's going on.
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Nebular
post May 31 2011, 01:41 AM
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QUOTE (whatevs @ May 30 2011, 08:39 PM) *
While I'm in the mood to post, noticed that weapons and modifications don't have concealability ratings / modifiers. Any plans for this Nebular?

Didn't have any before. They're on the list now.
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whatevs
post May 31 2011, 01:54 AM
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QUOTE (Nebular @ May 31 2011, 02:41 AM) *
Not entirely sure. Could you email me the save file (nebular@shaw.ca) and I'll take a look and see what's going on.


Well, I recreated and overwrote the save file. If it happens again after the next update, I'll send your way.
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whatevs
post May 31 2011, 01:57 AM
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QUOTE (Nebular @ May 31 2011, 02:41 AM) *
Didn't have any before. They're on the list now.


Thought these might save you some time:

SR4a311, SR4a322, AR148
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Nebular
post May 31 2011, 02:16 AM
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QUOTE (ShadowWalker @ May 30 2011, 01:02 PM) *
ok program options all done.

Thanks! There's a growing list o' stuff that needs to get done now, but hopefully I'll be able to get the Programs stuff taken care of shortly since it's a core piece.
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ShadowWalker
post May 31 2011, 02:26 AM
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Comlink Response and Signal upgrades could use a "Do it yourself upgrade" button.

on page 227 of SR4A there is the following,
"You can also use it to build your own hardware upgrades; use the Building Hardware Table, keeping in mind that the cost for parts is half the purchase price of the upgrade and following the rules for Using Technical Skills to Build or Repair, p. 138."
Need a way to enter a Custom Commlink. It would use the same as above, just that you get to select the response and signal.
Could have it as a zero for response and signal and then allow an upgrade to any rating response and/or signal.

Actually most items you buy could use a radio group with, Standard, Black Market, Free in it.
The Do it yourself upgrade could in fact be a black market purchase... Not sure it needs to be unless you go over a 6.
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SpellBinder
post May 31 2011, 06:33 AM
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In reading the Adept power "Natural Survivors", I think Chummer is not set up correctly to handle this power. The way the power is worded, you get a +1 bonus to Navigation & Survival & Tracking, or a +1 bonus to Shadowing & Survival & Street Knowledge. I did figure a way to rewrite the powers so they actually work (more or less) as I think the power is intended (download here), and it seems to work fine in Chummer for me.

Also noticed, in working with this power, the required quality portion is not working. The Adept I was working on when I found this issue actually has the "Warrior's Way" quality and was able to choose this power.

And then I found a few limits in Adept powers aren't being enforced. The Improved Ability power modifies the rating of the appropriate skill, which means 3 is the maximum ever possible (right from SR4a, page 196, "A skill’s maximum modified rating equals its base rating x 1.5."), and all powers with levels are limited to the Adepts Magic attribute (was able to go to rating six for Improved Ability - Archery on a Magic Attribute of 2).
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Fyndhal
post May 31 2011, 02:15 PM
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Downloaded the program over the weekend and spent some time playing with it.

1) The "Thrill Seeker" disad is missing.
2) There was no way for me to buy a vehicle as "Used"
3) There needs to be a way to modify the amount of Nuyen granted per build point. Higher starting BP games often modify this.

If any of these are already implemented and I simply missed them, I apologize. Just point me in the right direction for finding them, and I'll be happy.
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Nebular
post May 31 2011, 02:54 PM
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Thrill Seeker is there, only there is no Negative Quality actually called Thrill Seeker - it's an option for Poor Self Control. It's listed in the Negative Qualities as "Poor Self Control (Thrill Seeker)". (IMG:style_emoticons/default/smile.gif)

I'll add the other to the list o' stuf to do.
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Fyndhal
post May 31 2011, 04:05 PM
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QUOTE (Nebular @ May 31 2011, 09:54 AM) *
Thrill Seeker is there, only there is no Negative Quality actually called Thrill Seeker - it's an option for Poor Self Control. It's listed in the Negative Qualities as "Poor Self Control (Thrill Seeker)". (IMG:style_emoticons/default/smile.gif)

I'll add the other to the list o' stuf to do.


Thanks! Awesome job, by the way. I'm really liking it, so far.
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Credstick
post May 31 2011, 04:27 PM
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I found the Autosoft's.
Any way to add to Vehicle Mod if exist in gear?
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Nebular
post May 31 2011, 04:46 PM
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Sort of, yes... But not in the way you're wanting. (IMG:style_emoticons/default/smile.gif) Right now it's limited to just Sensors and Ammunition - they're really just Gear that can be attached to a Vehicle. I just put the restriction on what sort of Gear could be added (originally it was just Sensors until I realised that Vehicles need Ammo if they want to fire their Weapons in Career Mode). I'm thinkin' I should just open the whole thing up so any Gear can be added to any Vehicle.
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fazzamar
post May 31 2011, 05:33 PM
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QUOTE (Nebular @ May 30 2011, 09:27 AM) *
Ooh, good idea. I'm assuming you want to track using it, burning it, and getting back X number of points? Would just reducing it be sufficient, or are you looking for something that's more of an audit history like the Karma/Nuyen history?


An audit history wouldn't be needed, just a way to record it and a button to reduce/increase the unused edge when edge is used/refreshed, separate from the character's total edge ofcourse. Possibly on the same pane as the condition monitors would make the most sense, to me anyway.
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ShadowWalker
post May 31 2011, 08:43 PM
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QUOTE (Nebular @ May 31 2011, 11:46 AM) *
Sort of, yes... But not in the way you're wanting. (IMG:style_emoticons/default/smile.gif) Right now it's limited to just Sensors and Ammunition - they're really just Gear that can be attached to a Vehicle. I just put the restriction on what sort of Gear could be added (originally it was just Sensors until I realised that Vehicles need Ammo if they want to fire their Weapons in Career Mode). I'm thinkin' I should just open the whole thing up so any Gear can be added to any Vehicle.


I should be possible to move gear around from say gear, to your vehicle and back again.
So you can denote what is say in your apartment, what's on your person and what's in your car.

It would be nice if the message windows that pop up when you spend karma, or delete something, or any other message for that matter, include what you are spending the karma on, or what you are deleting, etc.
It's just for ease of making sure you clicked on the right thing.
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whatevs
post Jun 1 2011, 01:13 AM
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Just noticed that there isn't a designation between hand thrown grenades and minigrenades for grenade launchers in Chummer. Whaddya think? Worthwile addition?
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Nebular
post Jun 1 2011, 03:43 AM
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QUOTE (SpellBinder @ May 31 2011, 12:33 AM) *
In reading the Adept power "Natural Survivors", I think Chummer is not set up correctly to handle this power. The way the power is worded, you get a +1 bonus to Navigation & Survival & Tracking, or a +1 bonus to Shadowing & Survival & Street Knowledge. I did figure a way to rewrite the powers so they actually work (more or less) as I think the power is intended (download here), and it seems to work fine in Chummer for me.

Also noticed, in working with this power, the required quality portion is not working. The Adept I was working on when I found this issue actually has the "Warrior's Way" quality and was able to choose this power.

And then I found a few limits in Adept powers aren't being enforced. The Improved Ability power modifies the rating of the appropriate skill, which means 3 is the maximum ever possible (right from SR4a, page 196, "A skill’s maximum modified rating equals its base rating x 1.5."), and all powers with levels are limited to the Adepts Magic attribute (was able to go to rating six for Improved Ability - Archery on a Magic Attribute of 2).

You're correct. I misread the Power when I entered this - the "or" when it listed the Skills made me think you had to pick one, but the ending of it does refer to a "group" of Skills. I've also added in the Quality requirement checking. I could have sworn I did this before, but it's not there, so I apparently didn't! (IMG:style_emoticons/default/smile.gif) The maximum Skill modifier will be handled by the Skill objects themselves - the Powers will still let you set their Rating higher than what the Skills themselves might allow since there could be other benefits for having a higher Rated Power, and you can always add Cyberware/Bioware that would keep trying to add to those modifiers. It also means that if you remove something else that normally counts towards them during creation, the modifiers from the Power will still be in place. (I'm really hoping that made sense - I'm beat and the brain is starting to leak out of my ears (IMG:style_emoticons/default/wobble.gif) - short version: Power Rating can always go up to max, regardless of max Skill modifier, Skill Modifier will always enforce 1.5X max though). This (less the brain ooze) will all be in this week's update.

Quick edit: before anyone jumps on me saying they don't like the maximum Skill modifier rule, don't worry, it's being made an option. (IMG:style_emoticons/default/biggrin.gif)
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Nebular
post Jun 1 2011, 03:45 AM
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QUOTE (whatevs @ May 31 2011, 07:13 PM) *
Just noticed that there isn't a designation between hand thrown grenades and minigrenades for grenade launchers in Chummer. Whaddya think? Worthwile addition?

Possibly. I'll have to look into this once I get some of the other bits cleared off of my list of stuff. It's growing faster than I can keep up with it. (IMG:style_emoticons/default/nyahnyah.gif)
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Credstick
post Jun 2 2011, 12:29 PM
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Nebular,

I think the free Knowledge calculations are incorrect with the build points.
I have attached a link to a character that should have 18 free points, but it says that he is -2 Build Points.

I think it has something to do with Languages.

http://www.mediafire.com/?vr8ympqp3gkam3o
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Nebular
post Jun 2 2011, 01:02 PM
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Could you email me the file (nebular@shaw.ca)? I'm behind a proxy server right now that's blocking all of the MediaFire functions and won't let me download it (IMG:style_emoticons/default/nyahnyah.gif) I did give this a quick test with a new character it a seems to be working properly from what I can see. (INT + LOG) x 3 for the number of free Knowledge Skills, Languages count towards the free points, along with Specializations. The application doesn't know there's a difference between Languages and other Knowledge Skills because they're all Knowledge Skills (which is how the book handles them as well).
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Nebular
post Jun 2 2011, 01:21 PM
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Everything looks correct to me. You have 18 free Knowledge Skill points based on your combined INT + LOG of 6. 18 points have been put into Knowledge Skill Ratings. You also selected 2 Specializations which cost 1 Knowledge Skill point each. Since you now have 20 in total, the extra cost comes out of your BP (the Build Point Summary shows your Knowledge Skills sitting at 4 BP). The first one moved you from 2 BP remaining to 0 BP, the second moved you from 0 BP to -2 BP. If you remove these Specializations, it puts you back to 2 BP.
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