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> Chummer Character Generator
Nebular
post Jun 19 2011, 01:01 AM
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QUOTE (Burrito Al Pastor @ Jun 18 2011, 04:07 PM) *
The Uneducated quality is preventing the purchase of any technical skills but allows the purchase of technical skill groups. This is doubly wrong; it should prevent the purchase of technical skill groups, and permit the purchase of technical skills at double cost. (This is an actually-making-me-not-able-to-make-my-character issue.)

Wow, did I ever get that wrong. I have no idea how I did that. I'll have this fixed up for the next update.

QUOTE (Burrito Al Pastor @ Jun 18 2011, 04:07 PM) *
Everybody now has a Resonance and Magic of 1, greyed out? That's weird and unintuitive. (Fortunately it doesn't show up on the standard sheet.)

This will likely stay how it is since disabled Attributes don't count towards anything and the minimum value for MAG/RES is technically 1 (though only if you have something that enables access to it).

QUOTE (Burrito Al Pastor @ Jun 18 2011, 04:07 PM) *
Also, I suspect that you can get some highly illegal results with PACKS, but I don't think that's a huge concern right now.

Yup, you sure can, but it's a non-issue since it's pre-packaged goodies designed to make quickly slapping a character together easier for a GM. I have no plans to change how the PACKS stuff works since that's exactly how the book shows it details it. (IMG:style_emoticons/default/smile.gif)
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Nebular
post Jun 19 2011, 01:05 AM
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QUOTE (ShadowWalker @ Jun 18 2011, 06:17 PM) *
Could the Book and Page number be changed so that instead of displaying the Book Code it displays the book name?

Yup. Likely won't be in the next update, but I'll work it in at some point.
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SpellBinder
post Jun 19 2011, 05:44 AM
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Sorry to stack onto whatever work load you have on this, but the positive quality High Pain Tolerance is stacking with a few other things that its description specifically says otherwise (namely the adept power Pain Resistance and Damage Compensator bioware; these two don't say anything about stacking with each other, though).
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McDougle
post Jun 19 2011, 11:43 AM
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Alright.

I will make a custom XML the next time. (IMG:style_emoticons/default/smile.gif)


I didn´t even know there was a wiki. ^^

U sure r doing alot!
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Dakka Dakka
post Jun 19 2011, 01:10 PM
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QUOTE (Nebular @ Jun 18 2011, 09:30 PM) *
This is how it is working in the current build (118). It is being applied as a Rating Modifier instead of a Dice Pool Modifier. The tooltip should show it as Rating Modifier (2) or Rating Modifier (X of 2) depending on the Dodge Skill's Rating.
*shakes fist* Darn you and your constant uptdating. (IMG:style_emoticons/default/wink.gif)

More seriously, It's great how much time and effort you put into this project. Thanks.

I found the issue. After loading a character file the program does not update the MBW. After I ripped the 'ware out and put it back in it worked as intended.

The issue with surge however persists on old and new characters.
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Fyndhal
post Jun 19 2011, 02:25 PM
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Found another one:

Adapsin doesn't appear to be reducing the cost of Cyberware added after gaining it.

I tested in both Creation and Career mode.
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McDougle
post Jun 19 2011, 02:37 PM
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Career mode:

A mundane character should not be able to learn astral combat(or counterspelling, or tasking for that matter).

I guess this bug appears because resonance and magic appear on every charactersheat(even though they r greyed out).
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Nebular
post Jun 19 2011, 02:47 PM
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QUOTE (Fyndhal @ Jun 19 2011, 09:25 AM) *
Found another one:

Adapsin doesn't appear to be reducing the cost of Cyberware added after gaining it.

I tested in both Creation and Career mode.

Adapsin throws a number of wacky, non-standard issues into the mix. Cyberware implanted before Adapsin never has its ESS cost modified, but the cost of Cyberware after it has been implanted does. Since Chummer doesn't record the order in which things were added (since this would cause all sorts of horrible issues in Build Mod), it was eventually decided that Adapsin should unlock access to special Cyberware Grades (there was a lengthy discussion about it quite a few pages back). When a character has Adapsin, the Grade lists have a second copy of the Cyberware Grades that end with "(Adapsin)" (so you'll have Standard, Standard (Adapsin), an so on). The Categories that end with "(Adapsin)" will factor in Adapsin's discount and show that the 'Ware was implanted after Adapsin was. It's screwy, but about the only way I could reliably handle it.
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Nebular
post Jun 19 2011, 02:49 PM
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QUOTE (Dakka Dakka @ Jun 19 2011, 08:10 AM) *
The issue with surge however persists on old and new characters.

Yeah, this will be fixed in the next update. It didn't know what the Free Quality BP Improvement types were and though they were Skill modifiers instead.
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Nebular
post Jun 19 2011, 02:50 PM
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QUOTE (McDougle @ Jun 19 2011, 09:37 AM) *
Career mode:

A mundane character should not be able to learn astral combat(or counterspelling, or tasking for that matter).

I guess this bug appears because resonance and magic appear on every charactersheat(even though they r greyed out).

This will be fixed in the next update. If you don't have access to the a special Attribute, the associated Skills are disabled.
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Fyndhal
post Jun 19 2011, 03:46 PM
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QUOTE (Nebular @ Jun 19 2011, 09:47 AM) *
Adapsin throws a number of wacky, non-standard issues into the mix. Cyberware implanted before Adapsin never has its ESS cost modified, but the cost of Cyberware after it has been implanted does. Since Chummer doesn't record the order in which things were added (since this would cause all sorts of horrible issues in Build Mod), it was eventually decided that Adapsin should unlock access to special Cyberware Grades (there was a lengthy discussion about it quite a few pages back). When a character has Adapsin, the Grade lists have a second copy of the Cyberware Grades that end with "(Adapsin)" (so you'll have Standard, Standard (Adapsin), an so on). The Categories that end with "(Adapsin)" will factor in Adapsin's discount and show that the 'Ware was implanted after Adapsin was. It's screwy, but about the only way I could reliably handle it.


Makes perfect sense to me, thanks for clearing that up. Also, thanks for linking to the Wiki earlier! You might want to include a link to it in the Chummer Zip File as a method of providing documentation.
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ShadowWalker
post Jun 19 2011, 03:55 PM
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QUOTE (Nebular @ Jun 19 2011, 09:50 AM) *
This will be fixed in the next update. If you don't have access to the a special Attribute, the associated Skills are disabled.


Some of the magic skills are accessible to those without magic. They just can't use them to cast spells, etc, or make foci.
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Nebular
post Jun 19 2011, 04:04 PM
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QUOTE (ShadowWalker @ Jun 19 2011, 09:55 AM) *
Some of the magic skills are accessible to those without magic. They just can't use them to cast spells, etc, or make foci.

I'm not seeing any. The only Active Skills with MAG as a linked attribute appear under Magical Active Skill which requires the character has the Magician or Mystic Adept Quality and a MAG of 1 or greater.
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ShadowWalker
post Jun 19 2011, 04:21 PM
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QUOTE (Nebular @ Jun 19 2011, 11:04 AM) *
I'm not seeing any. The only Active Skills with MAG as a linked attribute appear under Magical Active Skill which requires the character has the Magician or Mystic Adept Quality and a MAG of 1 or greater.

Aracana can be taken by anyone.
The Possitive Quality Astral Sight allows for a character to take Astral Combat and Assencing.
Since Enchanting requires a magic attribute of one, Astral Sight would also allow this skill as well.
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Nebular
post Jun 19 2011, 04:24 PM
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QUOTE (ShadowWalker @ Jun 19 2011, 10:21 AM) *
Aracana can be taken by anyone.
The Possitive Quality Astral Sight allows for a character to take Astral Combat and Assencing.
Since Enchanting requires a magic attribute of one, Astral Sight would also allow this skill as well.

Arcana is a LOG Skill which means those without MAG wouldn't be restricted from taking it, and Astral Sight actually gives the character a MAG of 1 meaning that would unlock MAG Skills for them, so disabling MAG Skills for those without MAG shouldn't cause any problems. (IMG:style_emoticons/default/smile.gif)

Which means I can do this...
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Nebular
post Jun 19 2011, 04:30 PM
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The temporary support for Quality conversion is removed in this update, so if you have any characters with the old Quality format still kicking around that you want to keep, be sure to update them before grabbing this update!

Build 121
  • removed temporary support for converting Qualities from the old format to the current format
  • removed the RES Attribute from A.I.
  • Metatypes that have an Attribute whose maximum is 0 (typically A.I.s) can now set any other Attribute to their Metatype maximum
  • Physical Attribute controls are disabled when creating an A.I.
  • free Positive Quality BP and free Negative Quality BP Improvements are now correctly loaded from saved characters
  • clicking on Add Metamagic/Add Echo in Career Mode when the character does not yet have an Initiate Grade no longer throws an error
  • added Ruger Thunderbolt w/ Smartgun Weapon (Laser Sight version was not added since the Mod can be purchased for the same price)
  • Camera, Trideo and Microphone now consume 1 slot instead of a number of slots equal to their Rating
  • underbarrel Weapons now show their halved Ammo capacity when selected, not just when reloading them
  • Complex Form Options now cost BP/Karma
  • Complex Form Options can now be improved in Career Mode
  • changing a character's RES now changes the maximum value for the Complex Form field without having to re-select a Complex Form
  • MAG and RES Active Skills are now disabled when a character does not have access to those special Attributes
  • Uneducated Negative Quality should now impact Skills and Skill Groups properly
  • added support for selecting individual aspects of Contact Connection Modifiers
  • began adding support for Expense Undo entries (see below)
Expense Undo Entries

This will be an ongoing project. By right-clicking on a Karma or Nuyen Expense, you can choose to undo the purchase. This will only be for Expenses that were created during the current session. They will not be saved with your character information, so once you have closed the character, the undo history is lost (largely to prevent undoing something done 10 game sessions ago without undoing anything else). Currently supported items - Karma: Attribute, Karma: Add Quality, Nuyen: Cyberware/Bioware, Nuyen: Gear. This only undoes the expense for the item you have selected. If you later added child items you should undo these expenses first - the undo function strictly undoes the single item that is selected, meaning anything that was added after and not undone will not be refunded. This is intended to undo your most recent few transactions only.

Outstanding Items
  • Display Full Book Name
  • House Rule: Poinwer Points from Initiation
  • Spare Clips?
  • Cheat Sheets?
  • Modular Electronics
  • Multiple Capacity Items
  • Karma/Nuyen Expense Rollback
  • House Rule: Essence Affects Maximum MAG/RES
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ShadowWalker
post Jun 19 2011, 04:59 PM
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QUOTE (Nebular @ Jun 19 2011, 11:24 AM) *
Arcana is a LOG Skill which means those without MAG wouldn't be restricted from taking it, and Astral Sight actually gives the character a MAG of 1 meaning that would unlock MAG Skills for them, so disabling MAG Skills for those without MAG shouldn't cause any problems. (IMG:style_emoticons/default/smile.gif)

Which means I can do this...

Astral sight doesn't open up all the skill though only some of them, and I was just pointing out Arcana because it's under the Magical Active Skills Category.
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redwulf25
post Jun 19 2011, 06:48 PM
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QUOTE (Nebular @ Jun 19 2011, 12:24 PM) *
Arcana is a LOG Skill which means those without MAG wouldn't be restricted from taking it, and Astral Sight actually gives the character a MAG of 1 meaning that would unlock MAG Skills for them, so disabling MAG Skills for those without MAG shouldn't cause any problems. (IMG:style_emoticons/default/smile.gif)

Which means I can do this...


I think I remember something about the MAG based skills being able to be taken as Knowledge skills by those without Magic as well. Basically representing scholarly research into the theory despite inability to practice.
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SpellBinder
post Jun 19 2011, 07:47 PM
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Yeah, that's something that usually happens after an awakened character's Magic attribute is reduced to zero. Can't remember where I read that, though. Street Magic, I think.
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StevenAngier
post Jun 19 2011, 08:06 PM
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Arcane is available to EVERYone, even complete mundane people.
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ShadowWalker
post Jun 19 2011, 08:11 PM
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Inherent Programs for AIs missing from the outstanding items list. (IMG:style_emoticons/default/smile.gif)
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Dakka Dakka
post Jun 19 2011, 08:20 PM
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I tinkered with the program again and found another bugs:
Vashon Island's Steampunk line does not interact properly with FFBA (Full Suit at least). They should stack. Alone the clothing gives you the correct 7/7 but if you add the FFBA the sheet calculates 9/7 when it should be 13/9.

I got a few questions, too:
- is it possible to change the Metatype of a character?
- can I somehow transfer the erquipment list from one character to another?
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SpellBinder
post Jun 19 2011, 09:07 PM
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Could it also be possible to expand the free contacts house rule into the BP mode as well?

Also I think a previous post of mine got lost in the shuffle, regarding the High Pain Tolerance quality stacking with the Pain Resistance adept power (they don't, but chummer does).
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Nebular
post Jun 19 2011, 09:28 PM
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QUOTE (ShadowWalker @ Jun 19 2011, 03:11 PM) *
Inherent Programs for AIs missing from the outstanding items list. (IMG:style_emoticons/default/smile.gif)

You had said that you were waiting on some sort of confirmation on how they work for Karma, so I figured I'd hold off 'til I had all of the info. (IMG:style_emoticons/default/smile.gif)
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Nebular
post Jun 19 2011, 09:29 PM
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QUOTE (SpellBinder @ Jun 19 2011, 04:07 PM) *
Could it also be possible to expand the free contacts house rule into the BP mode as well?

Also I think a previous post of mine got lost in the shuffle, regarding the High Pain Tolerance quality stacking with the Pain Resistance adept power (they don't, but chummer does).

Yeah, it seems kind of silly to have it limited to Karma only. I'll add it and the High Pain Tolerance thing to the list.
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