![]() |
![]() ![]() |
![]() |
![]()
Post
#776
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
And Guess what... Starting to re-enter the Minotaur Bounty Hunter one of my players is playing and went to add his non-racial qualities and I get an error message that I can't have more then 35 BP in Qualities... I don't think it mentioned "Positive Qualities" in the error message though. So, Racial Qualities are counting against the BP Max for Qualities and they shouldn't. Since it looks like the save file is also an XML file, maybe adding a <racial></racial> tag into qualities that can be set yes or no when you select your race and the qualities are added to the character would fix this. If its set to "yes", "y" or maybe "1" it shouldn't count against the starting BP that can be spent on qualities during character creation. On the other hand if its left blank or set to "no", "n" or "0" it would count. what ever designator is easiest to understand ore implement would work I guess. This is actually represented by the <qualitysource /> tag which can be either Selected to show that it was manually selected, or Metatype to show that it came from the selected Metatype/Metavariant. The app does check to see if a Quality should count towards the BP limit, and Metatype is excluded from that list. I'm wondering if it isn't loading it back in correctly. I'll have this fixed in the next update. |
|
|
![]()
Post
#777
|
|
Target ![]() Group: Members Posts: 51 Joined: 16-December 09 Member No.: 17,970 ![]() |
Dragging and dropping gear with accessories removes the whole acessory tree associated with that piece of gear, it does not refund you the nuyen either.
|
|
|
![]()
Post
#778
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Updated to correct the more critical problems that were brought up before I dedicate the rest of the day to inFamous 2. (IMG:style_emoticons/default/biggrin.gif)
Build 108
|
|
|
![]()
Post
#779
|
|
Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 ![]() |
Just noticed, and no clue why I missed this yesterday, but signal is completely missing from the nexi configuration window.
It has the standard cost for signal. Add: When making a Custom Commlink the System and Firewall Upgrades revert to the standard upgrades once you select one or the other. Response and Signal Upgrades work fine. |
|
|
![]()
Post
#780
|
|
Target ![]() Group: Members Posts: 51 Joined: 16-December 09 Member No.: 17,970 ![]() |
When reloading a Colt Manhunter in career mode i received an unhandled exception error. It only seems to happen with the colt manhunter, tried reloading an AK-147 and an Ares Desert Strike and it works fine. Also when I select the colt manhunter, the unhandled exception error keeps popping up.
"Input string was not in a correct format." This was in the details box: See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.FormatException: Input string was not in a correct format. at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal) at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info) at System.Convert.ToInt32(String value) at Chummer.Weapon.get_TotalRC() at Chummer.frmCareer.RefreshSelectedWeapon() at Chummer.frmCareer.cmdReloadWeapon_Click(Object sender, EventArgs e) at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnClick(EventArgs e) at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.225 (RTMGDR.030319-2200) CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll ---------------------------------------- Chummer Assembly Version: 0.0.0.108 Win32 Version: 0.0.0.108 CodeBase: file:///C:/Users/Administrator/Documents/RPG/ShadowRun/Shadowrun%204th%20Edition/Character%20Generators/Chummer/Chummer.exe ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- System.Core Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box. |
|
|
![]()
Post
#781
|
|
Target ![]() Group: Members Posts: 86 Joined: 2-November 10 From: California Free State Member No.: 19,144 ![]() |
EDIT: Iīve never seen any editor that did include so much(and even the new stuff (IMG:style_emoticons/default/biggrin.gif) ) material! A question though(i hope it wasnt already asked before): Will you include group-connections/enemies in future updates? McD You can already add enemies... There is a button below where you add contacts for adding enemies. unless your referring to group enemies like "The Mafia" |
|
|
![]()
Post
#782
|
|
Target ![]() Group: Members Posts: 86 Joined: 2-November 10 From: California Free State Member No.: 19,144 ![]() |
Recreating my Fomori Physical Adept PC... while trying to add a Martial Arts. Whenever I click on the button to add a martial arts it gives me an error that I can't have more then 35 BP in Qualities... It shows I've only spent 5 BP in Qualities though. I've only got the racial qualities and the Adept quality on this character.
|
|
|
![]()
Post
#783
|
|
Target ![]() Group: Members Posts: 86 Joined: 2-November 10 From: California Free State Member No.: 19,144 ![]() |
On the character sheet, neither Addictions nor Allergies seem to be putting the associated item like "Alcohol" or "Sunlight" that is entered when you choose the addiction or allergy. They are listed in parenthesis on the the quality in the character window but the information isn't displayed on the character sheet.
|
|
|
![]()
Post
#784
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
When reloading a Colt Manhunter in career mode i received an unhandled exception error. It only seems to happen with the colt manhunter, tried reloading an AK-147 and an Ares Desert Strike and it works fine. Also when I select the colt manhunter, the unhandled exception error keeps popping up. "Input string was not in a correct format." I can't seem to reproduce this. What type of Ammo are you using to reload it? There are a few weapons that used to be listed is "16 ©" instead of "16©", so if you added the Manhunter to the character a while back when those inconsistencies were there, that is likely what is causing the problem. One thing you could try is removing the Manhunter from the character, adding it back for free, then see if you can reload it. |
|
|
![]()
Post
#785
|
|
Target ![]() Group: Members Posts: 51 Joined: 16-December 09 Member No.: 17,970 ![]() |
I can't seem to reproduce this. What type of Ammo are you using to reload it? There are a few weapons that used to be listed is "16 Đ" instead of "16Đ", so if you added the Manhunter to the character a while back when those inconsistencies were there, that is likely what is causing the problem. One thing you could try is removing the Manhunter from the character, adding it back for free, then see if you can reload it. Did some troubleshooting. I think it has to do with the High power ammo.... while in career mode i purchased ex explosive ammo and "reloaded" it into the colt manhunter and it worked just fine, no error notice then I tried reloading high power ammo again and once again got the unhandled exception. I did repurchase the colt manhunter and also repurchased ammo just in case. FYI, once a weapon is modded for high power chambering it can only fire high power ammo and nothing else. WAR pg 156. |
|
|
![]()
Post
#786
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
This will hopefully take care of the last of the wacky Quality issues that came up because of the conversion, and fix the issue with Ammos that provide RC modifiers (such as High-Powered).
Build 109
|
|
|
![]()
Post
#787
|
|
Target ![]() Group: Members Posts: 51 Joined: 16-December 09 Member No.: 17,970 ![]() |
When deleting imaging scope (included with the weapon) from the Ares Desert Strike, it also deletes the barrel extension mod. Are you going to allow modding of imaging scopes with vision enhancements? Thanks. The generator is just amazing!
|
|
|
![]()
Post
#788
|
|
Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 ![]() |
When deleting imaging scope (included with the weapon) from the Ares Desert Strike, it also deletes the barrel extension mod. Are you going to allow modding of imaging scopes with vision enhancements? Thanks. The generator is just amazing! I would like to see mods being allowed on items that can be both a mod and modded. I'm thinking that <capacity></capacity> should be changed to <capacity uses="" available=""/> If uses is not there then it can't be put in things, and if available is zero or not there then things can't be put in it. It also just occurred to me while thinking about this that things like the visual and auditory accessories are duplicated within weapon mods and vehicle mods, which is another good reason to allow <category> to be a group of items instead of singular. They are also duplicated in cyberware, sadly the capacity is different between cyberware and other uses. Wish they had used one way of working with capacity. Although they are in different files... |
|
|
![]()
Post
#789
|
|
Moving Target ![]() ![]() Group: Members Posts: 423 Joined: 18-August 08 From: Dear lord help me, Maryland Member No.: 16,254 ![]() |
While making an Ork sammy last night, I encountered a problem.
Before saving the file, I had 0.300 essence. After saving, I had -0.7 essence. Manually adding up the cyber/bioware I had 1.5 Cyber and 4.2 Bio for a total of 5.7 essence worth. I've no idea where the phantom -1 essence came from. Here's the file: OrkSamTest.zip |
|
|
![]()
Post
#790
|
|
Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 ![]() |
While making an Ork sammy last night, I encountered a problem. Before saving the file, I had 0.300 essence. After saving, I had -0.7 essence. Manually adding up the cyber/bioware I had 1.5 Cyber and 4.2 Bio for a total of 5.7 essence worth. I've no idea where the phantom -1 essence came from. When I get home tonight, I'll upload the file someplace you can DL it, if it will help debug the issue. Hmm, phantom essence loss... I wonder if that's related to phantom limb loss? |
|
|
![]()
Post
#791
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
While making an Ork sammy last night, I encountered a problem. Before saving the file, I had 0.300 essence. After saving, I had -0.7 essence. Manually adding up the cyber/bioware I had 1.5 Cyber and 4.2 Bio for a total of 5.7 essence worth. I've no idea where the phantom -1 essence came from. Here's the file: OrkSamTest.zip I can't seem to figure out why it would have made the jump from .3 to -.7, but -.7 does appear to be the correct number. I re-created the character and added all of his Qualities and Cyberware/Bioware to see if I could get the same number, and -.7 is what I came up with. All of the 'ware is Standard Grade and there are no Qualities that affect Cyberware/Bioware Essence cost, and there aren't any Improvements in the save file that would cause this sort of issue. I can get it to .32 by changing all of the grades to Alphaware though, but I don't see any reason for it rolling all of the 'ware back to Standard on loading, and it seems to be working properly for me. I'm at a loss as to what else might have happened. (IMG:style_emoticons/default/question.gif) I have, however, found a few other quirks with Bioware not showing its Rating after loading a save file, and the Metatype field not being populated any more, but those are un-related issues. |
|
|
![]()
Post
#792
|
|
Moving Target ![]() ![]() Group: Members Posts: 423 Joined: 18-August 08 From: Dear lord help me, Maryland Member No.: 16,254 ![]() |
Wacky. Thanks for looking into it. I recreated the character from scratch, and that version is properly showing the 0.3 Essence. I blame it on Sunspots.
CODE Cyberware
Wired Reflexes 2 3.0 Total (Halved) 1.5 Bioware Bone Density Aug 4 1.2 Muscle Aug 2 0.4 Muscle Toner 2 0.4 Orthoskin 2 0.5 Suprathyroid Gland 0.7 Damage Comp 4 0.4 Reakt 0.4 Gene Opt: REA 0.2 Biotattoos 0.0 Total (Normal) 4.2 Combined Total 5.7 Remaining Essence 0.3 |
|
|
![]()
Post
#793
|
|
Moving Target ![]() ![]() Group: Members Posts: 206 Joined: 21-November 09 Member No.: 17,893 ![]() |
Asking again, cause u didnīt seem to notice it in the other post:
Will u include group-contacts in future upgrades(HOPES... i tend to always get a group-contact for a new char)? (IMG:style_emoticons/default/rollin.gif) |
|
|
![]()
Post
#794
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Asking again, cause u didnīt seem to notice it in the other post: Will u include group-contacts in future upgrades(HOPES... i tend to always get a group-contact for a new char)? (IMG:style_emoticons/default/rollin.gif) Sorry, I know I saw it, but didn't seem to add it to my list. I'll look into this. (IMG:style_emoticons/default/smile.gif) |
|
|
![]()
Post
#795
|
|
Moving Target ![]() ![]() Group: Members Posts: 206 Joined: 21-November 09 Member No.: 17,893 ![]() |
Sorry, I know I saw it, but didn't seem to add it to my list. I'll look into this. (IMG:style_emoticons/default/smile.gif) I LOVE u for being so active! Both in the forum AND with the programming. (IMG:style_emoticons/default/love.gif) EDIT: Please also include the option to use the optional rule with free Contactpoints(based on char*3 iirc)! (IMG:style_emoticons/default/lick.gif) |
|
|
![]()
Post
#796
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
While flipping through Runner's Companion I found that I hadn't created saves for any of the contacts listed in the Advanced Contacts section. I've updated the NPCSaves.zip file to include these NPCs.
|
|
|
![]()
Post
#797
|
|
Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 ![]() |
Found that the Impaired Attribute metagenetic quality is impacting the augmented maximum too much. Now I know in RC it says that the augmented maximum is reduced by the appropriate amount, but then it would mean that the Exceptional Attribute quality (in the core book) should increase the augmented maximum more than it does, which it doesn't.
|
|
|
![]()
Post
#798
|
|
Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 ![]() |
Found that the Impaired Attribute metagenetic quality is impacting the augmented maximum too much. Now I know in RC it says that the augmented maximum is reduced by the appropriate amount, but then it would mean that the Exceptional Attribute quality (in the core book) should increase the augmented maximum more than it does, which it doesn't. After reading the text of this quality to me "appropriate amount" means that you only recalculate the augmented maximum. Having it recalculate the maximum and then also decrease it by one is a double whammy. I can't see how they meant for it to work that way. |
|
|
![]()
Post
#799
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
After reading the text of this quality to me "appropriate amount" means that you only recalculate the augmented maximum. Having it recalculate the maximum and then also decrease it by one is a double whammy. I can't see how they meant for it to work that way. SpellBinder's right. For a Human, BOD is 1/6(9). When that Human takes Impaired Attribute (BOD), it becomes 1/5(6) when it should become 1/5(7). I'll have this fixed up for today's update. |
|
|
![]()
Post
#800
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
And speaking of today's update, here it is!
Build 111
|
|
|
![]() ![]() |
![]() |
Lo-Fi Version | Time is now: 10th March 2025 - 08:40 PM |
Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.