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> Chummer Character Generator, Thread #2
Nebular
post Aug 29 2012, 10:22 PM
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QUOTE (Makki @ Aug 24 2012, 01:49 AM) *
are you planning on adding training cost for animals? It's Running Wild p.35
Maybe as "plugin" for animals in the gear section?

I hadn't planned on it, but I never really planned on adding pets in the first place and they're in there now. (IMG:style_emoticons/default/wink.gif) I'll take a look at it and see if it's something that can be added.

For now at least it (along with the discounted cost that almost normal had mentioned), these can be handled in Career Mode by manually creating an Nuyen Expense Entry on the Karma and Nuyen tab.
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Nebular
post Aug 29 2012, 10:42 PM
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QUOTE (Hellfire @ Aug 27 2012, 05:04 AM) *
Furthermore adding the equipment / cyberware from Shadowrun 2050 would be great.

I'll see what I can do about the 2050 stuff. I haven't had much of a chance to look at it just yet but the biggest concern were the things that deviate from the current game mechanics like Cyberdecks. I'm thinking I might just add them in without the things like their MPCP rating, etc. This will at least let you purchase them, add stuff to them, and see which page they're on. It just won't work out their wacky values for you.

The real pain is that 2050 has identical Weapons with different values (like DV, cost, Avail, etc.) than those presented in SR4A. I'm going to have to think about this a little.
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Nebular
post Aug 29 2012, 10:51 PM
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QUOTE (Minimax le Rouge @ Aug 26 2012, 06:53 AM) *
hello,
i try to add an off road suspension to an ares mobmaster (UCL25), and i have this error back:

I'll have this fixed in the next update which I'll put out tonight.
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bannockburn
post Aug 29 2012, 10:54 PM
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Something I've noticed, but can't reliably reproduce:
Sometimes, while creating a character and adding an advanced lifestyle, you can't edit the lifestyle afterwards. Either it throws an error or there are no options for the qualities anymore.
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Nebular
post Aug 29 2012, 11:04 PM
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QUOTE (valavaern @ Aug 27 2012, 10:35 PM) *
using <movementpercent>MAG * 50</movementpercent> in an adept power is still returning an error, while <movementpercent>100</movementpercent> is calculating fine.

Fixed in the next update. It was only working properly if the Improvement also included a bonus from a Rating. No idea what I was thinking. (IMG:style_emoticons/default/nyahnyah.gif)
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Nebular
post Aug 29 2012, 11:10 PM
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QUOTE (TonkaTuff @ Aug 28 2012, 09:06 PM) *
In the summary column in creation mode, the CF line is tallying the number of complex forms purchased, not the BP spent. Though the running tally in the info bar at the bottom appears to keep current and correct. I don't have any of the houserule cost adjustments toggled.

Fixed in the next update. Was a typo in the math when displaying the total (at least it still deducted the right number of BP so character aren't getting anything they shouldn't). (IMG:style_emoticons/default/nyahnyah.gif)
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Nebular
post Aug 29 2012, 11:15 PM
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QUOTE (bannockburn @ Aug 29 2012, 04:54 PM) *
Something I've noticed, but can't reliably reproduce:
Sometimes, while creating a character and adding an advanced lifestyle, you can't edit the lifestyle afterwards. Either it throws an error or there are no options for the qualities anymore.

I was able to reproduce this. Looks like there are two issues at work here. I'll have both fixed in tonight's update.
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Nebular
post Aug 30 2012, 12:05 AM
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QUOTE (b0bd3n4rd @ Aug 23 2012, 10:47 AM) *
I don't know if it was addressed already, but Sprite names aren't being translated on the printed sheets, neither in French or German.

I'll have this fixed in tonight's update.
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Nebular
post Aug 30 2012, 12:18 AM
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QUOTE (Starmage21 @ Aug 28 2012, 10:26 PM) *
This thread has become tl;dr and search didnt come up with this so:

New(?) issue:
Cyberware Commlink allows you to add a custom commlink as gear. Aside from that, you cannot do anything else, even dictate the stats of the cyberware commlink.

You can add Commlink Upgrade and Commlink Operating System Upgrade pieces to the Commlink you have attached to the Cyberware Commlink. The big drawback is that you cannot actually see the calculated Ratings and the like. Adding all of this information to the Cyberware tab would require a lot of extra work and maintenance to get it to match up with what's already on the Gear tab. I'd personally go with SpellBinder's suggestion and maintain the actual Commlink on the Gear tab.
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Nebular
post Aug 30 2012, 12:42 AM
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QUOTE (Sengir @ Aug 24 2012, 10:12 AM) *
Most of the entries for missiles and grenades in the weapons.xml only have a 0 listed for price and Availability, the result is that most <weapon> entries in the printout .xml don't have this info, either. Would it be possible to copy the price and Avail info from the gears.xml into the weapons.xml (and thereby have it present in the <weapon> tag)?

The price is set to 0 in the Weapons XML since you're paying for it by purchasing the Gear instead and impacts Create Mode. If both had a cost, then you'd be paying for a given item twice. I can see if it's possible to grab this information when a Weapon prints so that it's at least included in the printout XML.
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BigMrE
post Aug 30 2012, 12:57 AM
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Are there any plans for a 2050 version?
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Nebular
post Aug 30 2012, 01:08 AM
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QUOTE (BigMrE @ Aug 29 2012, 06:57 PM) *
Are there any plans for a 2050 version?

See post #1052 above. (IMG:style_emoticons/default/wink.gif) For the time being, I'll likely just put whatever 2050 content I can into the data files (once I figure out how to handle the same name, different stats issue without using an override file since people will likely want to easily switch between SR4 and 2050). I may add options for 2050 stuff into the application at some point but I'm not certain about that yet.
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Nebular
post Aug 30 2012, 01:14 AM
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Build 407
  • Weapon Mods that use a Total Cost multiplier now use the full multiplier instead of multiplier - 1
  • Weapon Dice Pool now shows the same tooltip in Create Mode as it does in Career Mode
  • Weapons now include their modified firing mode in the printout XML
  • fixed an issue where Vehicle Mods that included Vehicle Cost in their cost could throw an error when attempting to add it to a Vehicle
  • Complex Form total on the Build Point Summary tab calculates its value correctly again
  • Advanced Lifestyles that had the Street
  • Z-zones/Barrens or Luxury-AAA Neighborhoods no longer throw an error when attempting to edit them
  • fixed an issue that prevented Advanced Lifestyles from showing the list of Qualities when editing them
  • Spirit and Sprite names are now translated on the printout when using a non-English language
  • Weapons created by Gear (such as Missiles) now use the <avail />, <cost />, and <owncost /> of the Gear that created them in the printout XML
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KnightAries
post Aug 30 2012, 01:49 AM
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Error thrown when adding PACKS.

".", hexadecimal value 0x00, is an invalid character. Line 2, position 1.

[ Spoiler ]
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valavaern
post Aug 30 2012, 04:52 AM
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QUOTE (Nebular @ Aug 29 2012, 07:04 PM) *
Fixed in the next update. It was only working properly if the Improvement also included a bonus from a Rating. No idea what I was thinking. (IMG:style_emoticons/default/nyahnyah.gif)


Thanks, I know really funny things can pop p when you're coding something as complex as this~

Also, I'd like to re-itterate my request to be able to adjust the skill/skill group caps (for making more advanced characters) without having to use the 'ignore character creation rules' option.
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Sengir
post Aug 30 2012, 10:13 AM
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QUOTE (Nebular @ Aug 30 2012, 12:42 AM) *
The price is set to 0 in the Weapons XML since you're paying for it by purchasing the Gear instead and impacts Create Mode. If both had a cost, then you'd be paying for a given item twice.

Doesn't really matter now that you cross-reference the data from the two files (thanks for that), but I just checked some custom grenades (which have a pirce both in custom_weapons.xml and custom_gear.xml) and Chummer only charges once for adding one. Pity, since the character is really short on cash (IMG:style_emoticons/default/wink.gif)


Something else, I got the latest Chummer update as bycatch in a Wireshark log and it seems you transmit the XML files uncompressed -- isn't that a bit wasteful on your bandwidth?
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BigMrE
post Aug 31 2012, 01:13 AM
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QUOTE (Nebular @ Aug 29 2012, 06:42 PM) *
I'll see what I can do about the 2050 stuff. I haven't had much of a chance to look at it just yet but the biggest concern were the things that deviate from the current game mechanics like Cyberdecks. I'm thinking I might just add them in without the things like their MPCP rating, etc. This will at least let you purchase them, add stuff to them, and see which page they're on. It just won't work out their wacky values for you.

The real pain is that 2050 has identical Weapons with different values (like DV, cost, Avail, etc.) than those presented in SR4A. I'm going to have to think about this a little.


What if you just named it (for example) Ares Predator 2050 or something like that?

And I'm sorry I didn't see the post you referenced before I asked the question...for some reason I didn't think to search...
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valavaern
post Aug 31 2012, 01:35 AM
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New error found: All military grade comlinks should come with:
Armor Case 5
Hardening 5
Biometric Locks
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KnightAries
post Aug 31 2012, 01:36 AM
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QUOTE (BigMrE @ Aug 30 2012, 06:13 PM) *
What if you just named it (for example) Ares Predator 2050 or something like that?

And I'm sorry I didn't see the post you referenced before I asked the question...for some reason I didn't think to search...


Many of the items already have a name for 2050 items such as the Ares Predator I or Ford Americar 2050. It's just about referencing them.

Though because of the way the 2050 setting is; I'd see it more of a solo addition then just a rules book extention. Like say having an option that says 2050 and disables most of the options for the rest of the rule books.
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KnightAries
post Aug 31 2012, 05:47 AM
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Feature request:

I'm asking for commlinks to be it's own section like weapons, gear, armor, and life style.

With basically all the matrix gear there.

headware commlinks can fall under it with the ability to show or be modified kinda like grenades are.


Agents/IC/Pilot programs can be handled like spirits/sprites
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SpellBinder
post Aug 31 2012, 06:25 AM
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Something odd I noticed when trying to make a cyber-street sam. The single cybereye actually is not limited to just the "Left" or "Right" eye replacement, and can be installed quite literally anywhere, including a tail (cybernetic or biological) and cyberlimb. In the case of a cyberlimb (and balance tail), it'll actually take up capacity instead of essence, and have the capacity for its own extras.

Currently a single cybereye doesn't take up capacity if placed in a cyberlimb nor can accessories be added to that eye. On the plus side it also doesn't deduct essence.
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KnightAries
post Aug 31 2012, 07:09 AM
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QUOTE (SpellBinder @ Aug 30 2012, 11:25 PM) *
Something odd I noticed when trying to make a cyber-street sam. The single cybereye actually is not limited to just the "Left" or "Right" eye replacement, and can be installed quite literally anywhere, including a tail (cybernetic or biological) and cyberlimb. In the case of a cyberlimb (and balance tail), it'll actually take up capacity instead of essence, and have the capacity for its own extras.

Currently a single cybereye doesn't take up capacity if placed in a cyberlimb nor can accessories be added to that eye. On the plus side it also doesn't deduct essence.

Aug pg 38
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almost normal
post Aug 31 2012, 02:17 PM
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Jeepers. I'm surprised at how quickly I was responded to. Thanks!
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Scarecrow
post Sep 1 2012, 03:31 AM
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QUOTE (KnightAries @ Aug 30 2012, 10:47 PM) *
Feature request:

I'm asking for commlinks to be it's own section like weapons, gear, armor, and life style.

With basically all the matrix gear there.

headware commlinks can fall under it with the ability to show or be modified kinda like grenades are.


Agents/IC/Pilot programs can be handled like spirits/sprites

Four hundred and nintey-seconded.

Seriously, this is a pretty darned good idea. With how important commlinks are, even for non-hackers, it would make sense (at least to me) to have them be their own section in gear.
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SpellBinder
post Sep 1 2012, 04:25 AM
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A simple gear update. Arsenal, page 142, the Shielded Smuggling Compartment is listed with a cost of ¥3,000+ and Chummer is locked at ¥3,000.
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