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#801
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Moving Target ![]() ![]() Group: Members Posts: 206 Joined: 21-November 09 Member No.: 17,893 ![]() |
Once again FAST & AWESOME! (IMG:style_emoticons/default/smile.gif)
I just noticed, that free contactpoints(char*3) seems to be indeed a houserule. Could u include it as an option nontheless? Or maybe you could brief me on how to do it? I just created a new Matrix Program, so I am already starting to understand XML... ^^ |
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#802
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 ![]() |
I just noticed this:
Virtual Personality has 3 rankings, and you should only be able to take one of them at a time. It's possible to go up or down in rank but you should really only have 1 rank of it. AIPS and Amnesia are probably the same. There might be others as well that would fit in this category where only one rank should be allowed at any one time. |
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#803
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Target ![]() Group: Members Posts: 1 Joined: 24-January 09 Member No.: 16,807 ![]() |
When using karmagen, the born rich quality appears to be bugged. It locks the Nguyen limit to 150k and when you delete it it still locks your starting Nguyen at 150k.
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#804
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Moving Target ![]() ![]() Group: Members Posts: 315 Joined: 12-October 03 From: Germany, Regensburg Member No.: 5,709 ![]() |
When adding a "Single Cybereye", the following exception occurs. It doesn't seem to matter which level the eye is or if you choose left or right.
QUOTE System.NullReferenceException: Object reference not set to an instance of an object.
at Chummer.ImprovementManager.CreateImprovements(ImprovementSource objImprovementSource, String strSourceName, XmlNode nodBonus, Boolean blnConcatSelectedValue, Int32 intRating, String strFriendlyName) at Chummer.Cyberware.Create(XmlNode m_node, Character objCharacter, CyberwareGrade objGrade, ImprovementSource objSource, Int32 intRating, TreeNode objNode, List`1 objWeapons, List`1 objWeaponNodes) at Chummer.frmCreate.PickCyberware(ImprovementSource objSource) at Chummer.frmCreate.cmdAddCyberware_Click(Object sender, EventArgs e) at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnClick(EventArgs e) at SplitButton.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 SplitButton.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) |
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#805
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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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#806
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Once again FAST & AWESOME! (IMG:style_emoticons/default/smile.gif) I just noticed, that free contactpoints(char*3) seems to be indeed a houserule. Could u include it as an option nontheless? Or maybe you could brief me on how to do it? I just created a new Matrix Program, so I am already starting to understand XML... ^^ This is in my list of house rule stuff to address later, but house rule stuff is the lowest priority for me right now. |
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#807
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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 this: Virtual Personality has 3 rankings, and you should only be able to take one of them at a time. It's possible to go up or down in rank but you should really only have 1 rank of it. AIPS and Amnesia are probably the same. There might be others as well that would fit in this category where only one rank should be allowed at any one time. I'm taking this a step farther and applying these to a number of other Qualities at the same time... and then I realised that it's impossible to upgrade a Quality thanks to the boneheaded logic the Select Quality window is using. If Rating 2 of a Quality cannot be taken because you have Rating 1, you'll never be able to upgrade. I've changed the logic so it ignores the Quality you're going to be swapping out and will be in the next update. |
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#808
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
When using karmagen, the born rich quality appears to be bugged. It locks the Nguyen limit to 150k and when you delete it it still locks your starting Nguyen at 150k. Gah. It looks like I'm just flat out changing the max to 60 regardless of the build method. It's correct for BP, but the Karma system should improve to 120 Karma. I'll have this fixed in the next update shortly. |
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#809
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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 ![]() |
Found the same with a single cybereye here too.
Also, found a display issue on the Common tab when maximizing the Chummer program, or just making it taller. The cost and source information for the highlighted quality jumps up into the quality area instead of staying just below it (looks like it's just anchored to the wrong corner). |
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#810
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Found the same with a single cybereye here too. Also, found a display issue on the Common tab when maximizing the Chummer program, or just making it taller. The cost and source information for the highlighted quality jumps up into the quality area instead of staying just below it (looks like it's just anchored to the wrong corner). Yeah, there was an apparent flaw in the creating Cyberware code when the selected item has plugins that come with it. Basically the child was trying to get its bonus information from the parent instead of from itself. (So the plugin was trying to get information the parent simply didn't have because that wasn't its responsibility. (IMG:style_emoticons/default/smile.gif) ) I'll get the anchoring fixed up right away. |
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#811
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Build 112
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#812
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Target ![]() Group: Dumpshocked Posts: 27 Joined: 17-May 11 Member No.: 30,100 ![]() |
I've discovered a problem with my Gnome: Chummer gives her physical track as being only 5.
I suspect that this has existed since the Quality code change, as a new gnome gives a correct physical track. Peering into the arcane depths of the .chum file for my Gnome, she has two entries giving -2 to PhysicalCM One has sourcename 'Neoteny [-5BP]' and the other has sourcename 'f7d300c6-51c4-48fa-8686-c9196dc93c4e' and are otherwise identical. Would deleting one of the <improvement> sections from the .chum be the way to go, and if so which one should go? |
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#813
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
I've discovered a problem with my Gnome: Chummer gives her physical track as being only 5. I suspect that this has existed since the Quality code change, as a new gnome gives a correct physical track. Peering into the arcane depths of the .chum file for my Gnome, she has two entries giving -2 to PhysicalCM One has sourcename 'Neoteny [-5BP]' and the other has sourcename 'f7d300c6-51c4-48fa-8686-c9196dc93c4e' and are otherwise identical. Would deleting one of the <improvement> sections from the .chum be the way to go, and if so which one should go? If this is an older character, it's possible there are some artifact Improvements lying around - I can't remember why, but in older builds, some of the Qualities never cleaned up their Improvements when they were deleted. If you remove the Improvement for Neoteny [-5BP] that should fix your problem. The Improvements should no longer use the Quality name and instead use their internal identifier ID. |
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#814
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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 ![]() |
BTW, Nebular, thank you so very much for getting the Initiation/Submersion discounts into the karmagen for character creation. Looks like it's flat out for all levels, but I can deal with that. Had honestly thought that some way of tracking the Ordeal/Task should be laid out, though, as for the Initiations at least it is possible for an awakened to take a hit to an attribute as part of their Ordeal (see SM, page 52, "Sacrifice"). A tree layout to separate and itemize Initiation/Submersion levels from bought extra metamagics/echos could work. That, and also some Ordeals cannot be taken consecutively (see SM, page 51, "Asceticism"), and others have the potential to reduce an Initiation/Submersion grade by a point (see SM, page 52, "Thesis/Masterpiece" and UN, page 142, "Source Code"), so a way to reduce a level and remove one or two metamagics/echos during game play should be possible (two in case extra purchased metamagics/echos are at their maximum).
Was thinking of something that displays a node like "Level # Metamagic/Echo (Ordeal/Task undertaken) (Name Of Group)", where "Level #" automatically recounts if one level in the middle happens to be permanently removed so karma costs can remain accurate, and the others can be free form with a list option for the established Ordeals/Tasks. Adding or removing a level could be done like the qualities, vehicles, and other established things. Suffering a "crisis of faith" to me means loosing that particular Initiation/Submersion, not just the latest one. Extra bought metamagics/echos could start off of their own node to be kept separate from Initiation/Submersion levels. Added: Sorry, I have no idea just how much of an undertaking this can be but I feel it'd be a big one. I feel like I'm asking a lot of this one. |
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#815
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,507 Joined: 11-November 08 Member No.: 16,582 ![]() |
Found two more bugs:
-The increase in dodge from the MBW does not show up. -Unfortunately the suprathyroid gland's REA increase should not stack with the MBW's increase QUOTE ('Augmentation p. 41') Move-by-wire cannot be combined with any other form of Initiative enhancement except for reaction enhancers.
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#816
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
BTW, Nebular, thank you so very much for getting the Initiation/Submersion discounts into the karmagen for character creation. Looks like it's flat out for all levels, but I can deal with that. Had honestly thought that some way of tracking the Ordeal/Task should be laid out, though, as for the Initiations at least it is possible for an awakened to take a hit to an attribute as part of their Ordeal (see SM, page 52, "Sacrifice"). A tree layout to separate and itemize Initiation/Submersion levels from bought extra metamagics/echos could work. That, and also some Ordeals cannot be taken consecutively (see SM, page 51, "Asceticism"), and others have the potential to reduce an Initiation/Submersion grade by a point (see SM, page 52, "Thesis/Masterpiece" and UN, page 142, "Source Code"), so a way to reduce a level and remove one or two metamagics/echos during game play should be possible (two in case extra purchased metamagics/echos are at their maximum). Was thinking of something that displays a node like "Level # Metamagic/Echo (Ordeal/Task undertaken) (Name Of Group)", where "Level #" automatically recounts if one level in the middle happens to be permanently removed so karma costs can remain accurate, and the others can be free form with a list option for the established Ordeals/Tasks. Adding or removing a level could be done like the qualities, vehicles, and other established things. Suffering a "crisis of faith" to me means loosing that particular Initiation/Submersion, not just the latest one. Extra bought metamagics/echos could start off of their own node to be kept separate from Initiation/Submersion levels. Added: Sorry, I have no idea just how much of an undertaking this can be but I feel it'd be a big one. I feel like I'm asking a lot of this one. No worries. Fleshing this out so you can change the options with each Grade is something I want to do, but it's going to require some re-working of how Initiation/Submersion works since this isn't actually tracked (it just gives you the Grade and deducts the amount of Karma it's told, there's no recording of selected discounts or individual Grade purchases at the moment). The stuff I have in there for Karma Creation right now is to at least give people some method of discounting it. The updated method will hopefully be in place for next week(end-ish)'s update. |
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#817
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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 ![]() |
Cool, but if there are more important issues to be resolved by all means tend to those first. I think it's more important to fix broken functionality instead of add more.
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#818
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Moving Target ![]() ![]() Group: Members Posts: 236 Joined: 19-March 11 Member No.: 24,929 ![]() |
Noticed an oddity with critters. I was stating up a fire spirit for a wage mage NPC and it didn't come with Allergy: Water like it should have. It was available to add, but should have been there in the first place as it's an integral part of the critter.
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#819
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Target ![]() Group: Dumpshocked Posts: 27 Joined: 17-May 11 Member No.: 30,100 ![]() |
If this is an older character, it's possible there are some artifact Improvements lying around - I can't remember why, but in older builds, some of the Qualities never cleaned up their Improvements when they were deleted. If you remove the Improvement for Neoteny [-5BP] that should fix your problem. The Improvements should no longer use the Quality name and instead use their internal identifier ID. Thank you, that's brought my Gnome's physical track back to where it should be. |
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#820
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Noticed an oddity with critters. I was stating up a fire spirit for a wage mage NPC and it didn't come with Allergy: Water like it should have. It was available to add, but should have been there in the first place as it's an integral part of the critter. Whoops. Allergy was placed in the Optional Powers section instead of the standard Powers section. I've updated the critter data file to correct this. |
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#821
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Moving Target ![]() ![]() Group: Members Posts: 423 Joined: 18-August 08 From: Dear lord help me, Maryland Member No.: 16,254 ![]() |
I tried to build a critter character sheet today, specifically a Blackberry Cat. Clicking continue resulted in the following crash dialog.
See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.NullReferenceException: Object reference not set to an instance of an object. at Chummer.CritterPower.Create(XmlNode m_node, Character objCharacter, TreeNode objNode, Int32 intRating, String strForcedValue) at Chummer.frmMain.mnuNewCritter_Click(Object sender, EventArgs e) at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e) at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e) at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.WndProc(Message& m) at System.Windows.Forms.ToolStrip.WndProc(Message& m) at System.Windows.Forms.ToolStripDropDown.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: 0.0.0.112 Win32 Version: 0.0.0.112 CodeBase: file:///C:/Users/Floyd/PNP%20Games/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. |
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#822
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Critters and Critter Powers data files have been updated. I went through and created a character for each Critter to make sure none of them throw an exception when trying to add them, so that should take care of them all now. (IMG:style_emoticons/default/smile.gif)
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#823
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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 ![]() |
A couple of thoughts that crossed my mind, and I thought I'd make a post before they stacked up too much in the cluttered mess I call my brain.
Any chance of having the tree for gear expended for another level? Looking in particular to track program options between different versions of the same software that's loaded on different commlinks. Along the same lines, any chance this can be done for vehicles as well? Still hoping to be able to declare the various camera and microphone accessories to their respective hardware instead of dumping them in with the regular sensors. How about a way to inventory cased vs. caseless ammo for firearms? Though prices and availability are really no different between cased and caseless ammo, a gun with the Electronic Firing mod cannot use cased ammo & vice versa. (Currently I'm using a custom gear mod with declared caseless ammo. Seems to work fine, though if not careful cased ammo can be loaded into a caseless firearm.) Added: Yet another came across. As clips (sheesh I hate that word) can only be used between specific firearms (i.e., no using the magazine for an Ares Predator IV in a Colt Manhunter), how about adding a <selecttext /> tag to the Spare Clip in the gear so the type of firearm it's fore can be tracked (unless there's a way to pull from the list of firearms instead)? Had a player once that was obsessive in collecting any magazines from a winning fight that weren't empty. He ultimately had a mess of magazines for a dozen different guns. |
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#824
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Moving Target ![]() ![]() Group: Members Posts: 423 Joined: 18-August 08 From: Dear lord help me, Maryland Member No.: 16,254 ![]() |
Added: Yet another came across. As clips (sheesh I hate that word) can only be used between specific firearms (i.e., no using the magazine for an Ares Predator IV in a Colt Manhunter), how about adding a <selecttext /> tag to the Spare Clip in the gear so the type of firearm it's fore can be tracked (unless there's a way to pull from the list of firearms instead)? Not sure about most of that, but I know you can add Spare Clips to a specific weapon using the ADD ACCESSORY function. |
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#825
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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 ![]() |
Yeah, I know about the accessory function on the weapons tab. Thing is, say in the middle of a run you manage to snag some magazines to AK-97's (doesn't matter why), but you don't actually have any AK-97's yourself, and so they go into your gear list instead. If you forget what weapon the magazines go to, you could end up using them to reload something like a Ceska Black Scorpion instead of the proper weapon because, hey, you've got some spare clips in your inventory.
Now I've already modified the base gear.xml sheet myself and the <selecttext /> tag works, but part of my concern was partly proper spelling of the weapon type (in testing I misspelled Morrissey Elan). |
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Lo-Fi Version | Time is now: 10th March 2025 - 05:32 PM |
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