IPB

Welcome Guest ( Log In | Register )

153 Pages V  « < 38 39 40 41 42 > »   
Closed TopicStart new topic
> Chummer Character Generator
Crazy Ivan
post Jun 21 2011, 08:58 PM
Post #976


Moving Target
**

Group: Members
Posts: 121
Joined: 1-April 11
Member No.: 26,456



Amen to that. Chummer is by far the most in-depth character generator that I've seen, with the possible exception of the 2nd edition AD&D generator. Chummer rates right up there and then some.
Go to the top of the page
 
+Quote Post
StevenAngier
post Jun 21 2011, 09:35 PM
Post #977


Target
*

Group: Members
Posts: 96
Joined: 14-June 11
Member No.: 31,414



Even if you despise .net (as I do) you can't pass on chummer. Too good and getting better by the day (IMG:style_emoticons/default/biggrin.gif)
Go to the top of the page
 
+Quote Post
Nebular
post Jun 21 2011, 10:17 PM
Post #978


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (ShadowWalker @ Jun 21 2011, 08:25 AM) *
The AK-98 is missing it's integrated underbarrel grenade launcher.

Updated the weapons.xml file to include it.
Go to the top of the page
 
+Quote Post
ShadowWalker
post Jun 21 2011, 10:47 PM
Post #979


Moving Target
**

Group: Members
Posts: 676
Joined: 11-June 10
From: Thunder Bay, ON, Canada
Member No.: 18,696



QUOTE (Nebular @ Jun 21 2011, 05:17 PM) *
Updated the weapons.xml file to include it.


Not sure how this should look, but there are now 2 AK-98s listed, one as a grenade launcher and one as an assault rifle.
Should be one weapon, with two ways of doing damage.
Go to the top of the page
 
+Quote Post
McDougle
post Jun 21 2011, 11:41 PM
Post #980


Moving Target
**

Group: Members
Posts: 206
Joined: 21-November 09
Member No.: 17,893



QUOTE (ShadowWalker @ Jun 22 2011, 12:47 AM) *
Not sure how this should look, but there are now 2 AK-98s listed, one as a grenade launcher and one as an assault rifle.
Should be one weapon, with two ways of doing damage.

As of now it is working like this:
Select/buy the actual weapon.
Select the integrated weapon(ie grenade launcher) as an accessory.


Found another "bug":
A human should not be able to take the infected:Bandersnatch quality(and the others for other metatypes).
Go to the top of the page
 
+Quote Post
Nebular
post Jun 21 2011, 11:48 PM
Post #981


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (ShadowWalker @ Jun 21 2011, 04:47 PM) *
Not sure how this should look, but there are now 2 AK-98s listed, one as a grenade launcher and one as an assault rifle.
Should be one weapon, with two ways of doing damage.

This is how the other underbarrel grenade launchers are done as well. This needs to be done this way since they are still two distinct weapons, have different damage, AP, RC and ranges, and can be fired independently of each other. You can't load grenades into the AK-98, but you can load them into the AK-98 Grenade Launcher.
Go to the top of the page
 
+Quote Post
ShadowWalker
post Jun 21 2011, 11:51 PM
Post #982


Moving Target
**

Group: Members
Posts: 676
Joined: 11-June 10
From: Thunder Bay, ON, Canada
Member No.: 18,696



QUOTE (Nebular @ Jun 21 2011, 06:48 PM) *
This is how the other underbarrel grenade launchers are done as well. This needs to be done this way since they are still two distinct weapons, have different damage, AP, RC and ranges, and can be fired independently of each other. You can't load grenades into the AK-98, but you can load them into the AK-98 Grenade Launcher.


Just confusing. I would have thought it would show up attached to the weapon the way the options of vehicles do.
Greyed out and such, but pre-attached.

The integrated underbarrel granade launcher, that comes with the AK98, is taking up mod slots. Is it supposed to do that?
Go to the top of the page
 
+Quote Post
Nebular
post Jun 21 2011, 11:56 PM
Post #983


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (McDougle @ Jun 21 2011, 05:41 PM) *
Found another "bug":
A human should not be able to take the infected:Bandersnatch quality(and the others for other metatypes).

Duh. Updated the qualities.xml data file.
Go to the top of the page
 
+Quote Post
redwulf25
post Jun 22 2011, 12:17 AM
Post #984


Moving Target
**

Group: Members
Posts: 236
Joined: 19-March 11
Member No.: 24,929



It would be helpful if the firearms modifications Firing Selection Change (large or small) allowed me to choose what mode of fire I'm adding and add it to the gun. For example if I wanted to make my Ruger Thunderbolt fire in semi-auto or full auto instead of just burst.
Go to the top of the page
 
+Quote Post
Nebular
post Jun 22 2011, 12:49 AM
Post #985


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (redwulf25 @ Jun 21 2011, 07:17 PM) *
It would be helpful if the firearms modifications Firing Selection Change (large or small) allowed me to choose what mode of fire I'm adding and add it to the gun. For example if I wanted to make my Ruger Thunderbolt fire in semi-auto or full auto instead of just burst.

Agreed. Completely forgot about this. And onto the list it goes!
Go to the top of the page
 
+Quote Post
McDougle
post Jun 22 2011, 12:49 AM
Post #986


Moving Target
**

Group: Members
Posts: 206
Joined: 21-November 09
Member No.: 17,893



You can do that by klicking on the far right side of the button. (IMG:style_emoticons/default/wink.gif)


Taking "Infected: Loup-Garou" doesnīt add the associated powers, nor the weaknesses.
Go to the top of the page
 
+Quote Post
Nebular
post Jun 22 2011, 12:54 AM
Post #987


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (McDougle @ Jun 21 2011, 06:49 PM) *
You can do that by klicking on the far right side of the button. (IMG:style_emoticons/default/wink.gif)

The drop down for the FIRE! button only lets you pick which mode you want to use to shoot from the list of modes the Weapon currently has. The Firing Selection Change Mod actually lets you add additional firing modes to the Weapon.

QUOTE (McDougle @ Jun 21 2011, 06:49 PM) *
Taking "Infected: Loup-Garou" doesnīt add the associated powers, nor the weaknesses.

Yeah, I realised this as I was checking the Metatype requirements for those Qualities. These were put in before Critter Powers and the ability to forcefully add other Qualities was supported, so this is new stuff I'll have to add on.
Go to the top of the page
 
+Quote Post
Fyndhal
post Jun 22 2011, 01:35 AM
Post #988


Moving Target
**

Group: Members
Posts: 423
Joined: 18-August 08
From: Dear lord help me, Maryland
Member No.: 16,254



Nebular, I have a suggestion which may be outside the scope of what you're working on, but I want to suggest it anyway.

PCGen, an open source character generator for D&D, has an HTML Preview page with each skill/weapon/important stat being a link. Clicking the link, generates a pop-up window with the result of a random die roll for that skill with all the appropriate modifiers you supplied.

Something similar could be done with Chummer. Click the link and get a popup asking for "Bonus/Penalty mod" and "Use Edge?" -- clicking "Ok" would generate a second window which displays Number of Hits, whether or not the roll glitched, etc.

So, do you think this would be something that would fit?
Go to the top of the page
 
+Quote Post
Nebular
post Jun 22 2011, 01:56 AM
Post #989


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (Fyndhal @ Jun 21 2011, 08:35 PM) *
Nebular, I have a suggestion which may be outside the scope of what you're working on, but I want to suggest it anyway.

PCGen, an open source character generator for D&D, has an HTML Preview page with each skill/weapon/important stat being a link. Clicking the link, generates a pop-up window with the result of a random die roll for that skill with all the appropriate modifiers you supplied.

Something similar could be done with Chummer. Click the link and get a popup asking for "Bonus/Penalty mod" and "Use Edge?" -- clicking "Ok" would generate a second window which displays Number of Hits, whether or not the roll glitched, etc.

So, do you think this would be something that would fit?

I hadn't actually considered something like this. I'm of two minds on this at the moment. One the one hand, I'm actually rather opposed to the whole idea of an application rolling for the player. I could get into the whole "random number generators aren't truly random" argument (they aren't, but unless you know the seed and can crunch the algorithm in your head, it may as well be!), but that's been done so many times by so many people. My opinion is that the result should be in the player's hands, not some random number generator. On the other, this could save GMs a ton of time by just clicking on something and getting a result. Which I'm highly in favour of. So I'm torn. (IMG:style_emoticons/default/smile.gif)

If I do end up doing this I would make it an option that can be enabled, that way players can have it turned off if GMs like me threaten to bury them in D6 if they even think of using one, but GMs can have that little convenience. Anyone else in favour or against this sort of thing?
Go to the top of the page
 
+Quote Post
McDougle
post Jun 22 2011, 10:57 AM
Post #990


Moving Target
**

Group: Members
Posts: 206
Joined: 21-November 09
Member No.: 17,893



Ur reasoning is good.

As a player I love my dice- and wouldnīt miss them in my rl-runs.
As a gm on the other hand I sometimes want to make a throw that my players canīt see(or canīt hear, that Iīm using 2 or 20 dice (IMG:style_emoticons/default/wink.gif) ).

Sumup: Nice for SLīs, but something for the future, when other stuff concerning the actual editor is done.
Go to the top of the page
 
+Quote Post
Argent
post Jun 22 2011, 02:52 PM
Post #991


Target
*

Group: Members
Posts: 51
Joined: 16-December 09
Member No.: 17,970



I'm definitely for rolling dice myself instead of a computer doing it.
Go to the top of the page
 
+Quote Post
StevenAngier
post Jun 22 2011, 03:58 PM
Post #992


Target
*

Group: Members
Posts: 96
Joined: 14-June 11
Member No.: 31,414



nobody keeps you from that even IF there is the possibility to have some more or less random numbers generated for you.
Go to the top of the page
 
+Quote Post
Argent
post Jun 22 2011, 04:22 PM
Post #993


Target
*

Group: Members
Posts: 51
Joined: 16-December 09
Member No.: 17,970



QUOTE (StevenAngier @ Jun 22 2011, 10:58 AM) *
nobody keeps you from that even IF there is the possibility to have some more or less random numbers generated for you.


True. I will refine my last post by saying, the more functionality chummer has, the cooler it will become. I prefer rolling dice but am not against an auto roller.
Go to the top of the page
 
+Quote Post
SpellBinder
post Jun 22 2011, 06:51 PM
Post #994


Neophyte Runner
*****

Group: Members
Posts: 2,351
Joined: 19-September 09
From: Behind the shadows of the Resonance
Member No.: 17,653



QUOTE (McDougle @ Jun 22 2011, 04:57 AM) *
Ur reasoning is good.

As a player I love my dice- and wouldnīt miss them in my rl-runs.
As a gm on the other hand I sometimes want to make a throw that my players canīt see(or canīt hear, that Iīm using 2 or 20 dice (IMG:style_emoticons/default/wink.gif) ).

Sumup: Nice for SLīs, but something for the future, when other stuff concerning the actual editor is done.

Roll dice all the time, even if there's no reason for it (sometimes a great way to make players paranoid). When there is a reason for it, roll them in groups instead of all at once. Need to make a discrete roll with a DP of 20? Roll four groups of five and add the hits. If you're always rolling dice, even if there's no reason, it'll make it harder for your players to catch on. If they ask, just make up some B.S. excuse, like "I'm weeding out all the 1's." or something.
Go to the top of the page
 
+Quote Post
StevenAngier
post Jun 22 2011, 06:59 PM
Post #995


Target
*

Group: Members
Posts: 96
Joined: 14-June 11
Member No.: 31,414



They tend to gather in the darkness of my palms those 1s. I think they are attempting to break the 3 rules of GM dice rolling.
Go to the top of the page
 
+Quote Post
Irian
post Jun 22 2011, 07:54 PM
Post #996


Moving Target
**

Group: Members
Posts: 315
Joined: 12-October 03
From: Germany, Regensburg
Member No.: 5,709



Used Vehicles seem to be buggy (adding them brings an exception).

The karma prices for skillsofts complex forms seem to be a little bit odd, too.
Go to the top of the page
 
+Quote Post
Nebular
post Jun 22 2011, 09:36 PM
Post #997


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (Irian @ Jun 22 2011, 02:54 PM) *
Used Vehicles seem to be buggy (adding them brings an exception).

The karma prices for skillsofts complex forms seem to be a little bit odd, too.

The Used Vehicle bit will be fixed in the next update.

I don't see any issue with the Karma costs for Skillsofts. They have the same cost as other Complex Forms. What seems to be odd about them?
Go to the top of the page
 
+Quote Post
SpellBinder
post Jun 22 2011, 09:58 PM
Post #998


Neophyte Runner
*****

Group: Members
Posts: 2,351
Joined: 19-September 09
From: Behind the shadows of the Resonance
Member No.: 17,653



A TM needs the Biowire echo to learn a skillsoft (haven't checked to see if this is supported yet or not), and when a skillsoft is learned a TM pays karma equal to it's rating, plus 1 for each program option or program option rating (ref UN, page 149; Emulation). It cannot later be improved, but can be supplanted by a higher quality skillsoft later on.
Go to the top of the page
 
+Quote Post
ShadowWalker
post Jun 22 2011, 10:18 PM
Post #999


Moving Target
**

Group: Members
Posts: 676
Joined: 11-June 10
From: Thunder Bay, ON, Canada
Member No.: 18,696



Yeah the cost for skillsofts as complex forms is completely different than the cost for other complex forms.
Go to the top of the page
 
+Quote Post
Burrito Al Pasto...
post Jun 23 2011, 02:33 AM
Post #1000


Target
*

Group: Members
Posts: 17
Joined: 4-June 11
Member No.: 30,935



QUOTE (Fyndhal @ Jun 21 2011, 06:35 PM) *
Nebular, I have a suggestion which may be outside the scope of what you're working on, but I want to suggest it anyway.

PCGen, an open source character generator for D&D, has an HTML Preview page with each skill/weapon/important stat being a link. Clicking the link, generates a pop-up window with the result of a random die roll for that skill with all the appropriate modifiers you supplied.

Something similar could be done with Chummer. Click the link and get a popup asking for "Bonus/Penalty mod" and "Use Edge?" -- clicking "Ok" would generate a second window which displays Number of Hits, whether or not the roll glitched, etc.

So, do you think this would be something that would fit?


I don't think this would work, and here's why: D&D doesn't have a lot of modifiers, and all the modifiers in D&D can be made after the roll.

Shadowrun has a lot of circumstance modifiers. Literally half of page 152 (Anniversary) is a table of combat modifiers. And just about everything else has its own extensive sets of special mods - hacking an admin account, talking to people if you have eyes on the sides of your skull, etcetera, etcetera. And because these all affect the number of dice you roll, they all have to be decided before you roll. Which means that Chummer having dice rolling support would still mean it'd need to bring up a box about circumstance mods, which means you're still typing in a number, which means that you've lost any advantage of speed or convenience over any other third-party Shadowrun dice rolling program or app. The only advantage I can see to integrating a dice roller into Chummer is that it wouldn't need to ask you what your edge score is when you spend edge, and could track edge usage, but otherwise it's apples and oranges to a D&D program where you can click the button and mentally add the plus four modifier.
Go to the top of the page
 
+Quote Post

153 Pages V  « < 38 39 40 41 42 > » 
Closed TopicStart new topic

 



RSS Lo-Fi Version Time is now: 10th March 2025 - 02:52 AM

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.