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> Chummer Character Generator, Thread #2
Sid Nitzerglobin
post Sep 7 2012, 02:44 PM
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QUOTE (X-Kalibur @ Sep 7 2012, 12:13 AM) *
It should do this already. I know it works for blades at least, I had a +1DV advantage for blades and it gave me the extra DV on all bladed weapons in the list.


Hmmm. OK, doesn't look like this is occurring for one of my current characters. He is using custom martial arts (Iaido and Kendo) to get the DV bonus to blades, but the advantages are standard.

I'll check it out w/ Ars Cybertechnica providing the advantage.
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X-Kalibur
post Sep 7 2012, 03:34 PM
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QUOTE (Sid Nitzerglobin @ Sep 7 2012, 06:44 AM) *
Hmmm. OK, doesn't look like this is occurring for one of my current characters. He is using custom martial arts (Iaido and Kendo) to get the DV bonus to blades, but the advantages are standard.

I'll check it out w/ Ars Cybertechnica providing the advantage.


I had it show the bonus from 2 sources - Arnis and Sangre
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valavaern
post Sep 7 2012, 04:08 PM
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QUOTE (KnightAries @ Sep 6 2012, 08:07 AM) *
critterpowers.xml IIRC.


You'd THINK that, but nope, the actual powers free spirits can take (and their costs) are listed in the metavariants.xml :x



On that note, I'd like to make a BIG new request for a back-end overhaul: Nebular, could you re-work things so that the Free Spirit critter powers are listed in the critterpowers.xml the same way that adept powers are listed in powers.xml? I was hoping to make some custom changes to let Spirits take a could of different adept powers, but the way spirit powers are set up right now is just... strange. The Aura Masking power doesn't even seem to be in the critterpowers.xml at all, even though Free Spirits (and lots of critters in the critter file) reference it. :x
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Tashiro
post Sep 7 2012, 04:37 PM
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Going to add True Drakes to the list of Qualities? I'm just kind of curious. Hmm... or would they be in the critter section?
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Nebular
post Sep 7 2012, 10:11 PM
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QUOTE (Nebular @ Sep 7 2012, 07:18 AM) *
I've just noticed a rather hideous issue with updating the language files that is the result of the recent change I made to download compressed versions of data files; it doesn't use compression with the language files which I thought would be OK (turns out I was wrong). I'll have a fix for this available this evening. If you update the application manually, everything will be OK. If you're using automatic updates, chances are the app will get stuck in an infinite loop trying to update the French language files that it will never successfully update. If you're encountering this issue, you can download the files manually using the links below. Once they're downloaded, place both files in your Chummer\lang directory and you should be back to normal.

http://www.chummergen.com/dev/chummer/lang/fr.xml
http://www.chummergen.com/dev/chummer/lang/fr_data.xml

Build 409
  • fixed an issue where the Update window attempted to download translation files in a compressed format

The additional Spell from the new book Land of Plenty has also been added.
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SpellBinder
post Sep 8 2012, 01:46 AM
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Got a new error when trying to do the update. I think most of it actually got through with some repeated attempts.
CODE
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.InvalidDataException: The magic number in GZip header is not correct. Make sure you are passing in a GZip stream.
at System.IO.Compression.GZipDecoder.ReadHeader(InputBuffer input)
at System.IO.Compression.Inflater.Decode()
at System.IO.Compression.Inflater.Inflate(Byte[] bytes, Int32 offset, Int32 length)
at System.IO.Compression.DeflateStream.Read(Byte[] array, Int32 offset, Int32 count)
at System.IO.Compression.GZipStream.Read(Byte[] array, Int32 offset, Int32 count)
at Chummer.OmaeHelper.Decompress(Byte[] gzip)
at Chummer.frmUpdate.wc_DownloadFileCompleted(Object sender, AsyncCompletedEventArgs e)
at System.Net.WebClient.OnDownloadFileCompleted(AsyncCompletedEventArgs e)
at System.Net.WebClient.DownloadFileOperationCompleted(Object arg)
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KnightAries
post Sep 8 2012, 02:21 AM
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QUOTE (SpellBinder @ Sep 7 2012, 05:46 PM) *
Got a new error when trying to do the update. I think most of it actually got through with some repeated attempts.
CODE
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.InvalidDataException: The magic number in GZip header is not correct. Make sure you are passing in a GZip stream.
at System.IO.Compression.GZipDecoder.ReadHeader(InputBuffer input)
at System.IO.Compression.Inflater.Decode()
at System.IO.Compression.Inflater.Inflate(Byte[] bytes, Int32 offset, Int32 length)
at System.IO.Compression.DeflateStream.Read(Byte[] array, Int32 offset, Int32 count)
at System.IO.Compression.GZipStream.Read(Byte[] array, Int32 offset, Int32 count)
at Chummer.OmaeHelper.Decompress(Byte[] gzip)
at Chummer.frmUpdate.wc_DownloadFileCompleted(Object sender, AsyncCompletedEventArgs e)
at System.Net.WebClient.OnDownloadFileCompleted(AsyncCompletedEventArgs e)
at System.Net.WebClient.DownloadFileOperationCompleted(Object arg)

Try pulling his zip file straight from the website and unpack it. This should give you a fresh copy.
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IridiosDZ
post Sep 8 2012, 03:01 AM
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Is there a way to make Chummer display pre-installed cyber accessories in a custom file? Like the cyber eyes show an Image Link by default?
And has the processor load of commlinks been fixed yet?
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SpellBinder
post Sep 8 2012, 03:15 AM
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QUOTE (KnightAries @ Sep 7 2012, 08:21 PM) *
Try pulling his zip file straight from the website and unpack it. This should give you a fresh copy.

Yeah, done. But the workaround of redownloading from the source zip file for any further updates makes having an update feature within the program pointless.
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Sid Nitzerglobin
post Sep 8 2012, 10:11 PM
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Quick question: Is there an option for breaking a skill group at creation in Chummer? I can't seem to find it under Options\Optional Rules or House Rules.
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SpellBinder
post Sep 9 2012, 12:09 AM
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Not that I can recall, but there are times that I'd like to have such an option during character creation.
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Sid Nitzerglobin
post Sep 9 2012, 12:13 AM
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QUOTE (SpellBinder @ Sep 8 2012, 08:09 PM) *
Not that I can recall, but there are times that I'd like to have such an option during character creation.


K, Thanks!
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SpellBinder
post Sep 9 2012, 03:29 AM
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Just had a thought for a functionality request. In SR4a, page 65, there's a section on "Rushing The Job", where a character can cut the time interval for a skill test in half, but then 1's and 2's count towards a glitch. Just wondering if a checkbox can be added to include this.
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KnightAries
post Sep 9 2012, 08:43 AM
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QUOTE (Sid Nitzerglobin @ Sep 8 2012, 02:11 PM) *
Quick question: Is there an option for breaking a skill group at creation in Chummer? I can't seem to find it under Options\Optional Rules or House Rules.

There's not an option for it nor needed. If you have a skill group reduce it to 0 then raise the individual skills.
If you want to see the individual skills; put 1 point in the skill group, sort your view to see skills > 0 , reduce the skill group to 0. You can now put points in the individual skills where they are easy to see.
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Sid Nitzerglobin
post Sep 9 2012, 11:45 AM
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QUOTE (KnightAries @ Sep 9 2012, 03:43 AM) *
There's not an option for it nor needed. If you have a skill group reduce it to 0 then raise the individual skills.
If you want to see the individual skills; put 1 point in the skill group, sort your view to see skills > 0 , reduce the skill group to 0. You can now put points in the individual skills where they are easy to see.


The scenario I was in was wanting to buy the skill group to 3, then break the group by either raising one of the skills in the group to 4 or adding a specialization to it while maintaining the other skills in the group at 3.

This is mentioned as legal in SR4A subject to GM approval. There's a check box to allow regrouping after having previously broken a group on the Tools\Options\Optional Rules tab but none for allow the breakage during creation.
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Scarecrow
post Sep 9 2012, 01:34 PM
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QUOTE (Sid Nitzerglobin @ Sep 9 2012, 04:45 AM) *
The scenario I was in was wanting to buy the skill group to 3, then break the group by either raising one of the skills in the group to 4 or adding a specialization to it while maintaining the other skills in the group at 3.

This is mentioned as legal in SR4A subject to GM approval. There's a check box to allow regrouping after having previously broken a group on the Tools\Options\Optional Rules tab but none for allow the breakage during creation.

It's legal to do, but I don't think it's legal at character creation. I don't have my books within arms reach at the moment, but I believe that, at character creation, you can't do this.
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ChatNoir
post Sep 9 2012, 01:55 PM
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Quick feature request :
We have the possibility to filter skills with different possibilities. Would it be possible to add one that only shows skills with a rating of 0 ?

I'd like that to be sure I didn't forgot a useful skill.
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Irian
post Sep 9 2012, 03:21 PM
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I see that all complex form cost 2 karma to learn and have to be increased then for more karma. This seems wrong for everything emulated, as it is stated there, that you thread it first and then simply pay it's rating in karma (+1 per option) to learn it. So, when emulating TacSoft, the costs should be 1 per rating and not 2 for getting it, 2 for increasing it to rating 2, etc. Same thing for SimRig, imho.
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Irian
post Sep 9 2012, 06:17 PM
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Additionally, I've got a strange problem: When trying to load a character on my XP Netbook, which works perfectly fine on my Windows 7 desktop machine, I get an error. I already downloaded the latest chummer .zip file and reinstalled it, but that doesn't seem to help. Installing the latest .NET Updates also doesn't seem to change anything.

CODE
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.frmCareer.cboStream_SelectedIndexChanged(Object sender, EventArgs e)
   at System.Windows.Forms.ComboBox.OnSelectedIndexChanged(EventArgs e)
   at System.Windows.Forms.ComboBox.set_SelectedIndex(Int32 value)
   at System.Windows.Forms.ListControl.set_SelectedValue(Object value)
   at Chummer.frmCareer.frmCareer_Load(Object sender, EventArgs e)
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.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: 4.0.30319.269 (RTMGDR.030319-2600)
    CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Chummer
    Assembly Version: 0.0.0.409
    Win32 Version: 0.0.0.409
    CodeBase: file:///D:/Programme/Chummer/Chummer.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.278 built by: RTMGDR
    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: 4.0.30319.282 built by: RTMGDR
    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: 4.0.30319.269 built by: RTMGDR
    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
----------------------------------------
System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.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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TonkaTuff
post Sep 10 2012, 12:33 AM
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Maybe I'm just not seeing how to do it, but a feature request: the ability to put notes on the vehicle sensor location or the ability to indicate an added sensor in the tree is free if the player and GM have hashed-out what, exactly, came standard in a given vehicle's specific sensor package.
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lorechaser
post Sep 10 2012, 12:43 AM
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QUOTE (Scarecrow @ Sep 9 2012, 07:34 AM) *
It's legal to do, but I don't think it's legal at character creation. I don't have my books within arms reach at the moment, but I believe that, at character creation, you can't do this.


It could, perhaps, go under house rules? My campaign is doing that too.

Apart from that, I love Chummer! Just starting using it, and it's great.

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Scarecrow
post Sep 10 2012, 01:17 AM
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Potential bug found:

When calculating Matrix Initiative, you use INT + Commlink Response, which is all fine and dandy. Unless you do what I do when creating hackers, and have multiple commlinks with upgraded Response. In the case of my current character, I've got an INT of 4 and 2 commlinks, both with a Response of 4.

Furthermore, both Commlinks have Hot Sim added to them, and per SR4A page 236:

QUOTE
If you’re running with hot sim, your Matrix Initiative equals your commlink’s Response + your Intuition + 1.


However, the Matrix Initiative is not adding the 1 for Hot Sim being added to the commlink. This character's Matrix Initiative, total, should be 9 (INT 4 + Commlink Response 4 + Hot Sim 1), but is coming across currently as 12.
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KnightAries
post Sep 10 2012, 01:56 AM
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Optional Rule: Break up skill groups during character creation.

SR20A Pg 68

This is the rule being employed by lorechaser and Sid Nitzerglobin; in line with their request.
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KnightAries
post Sep 10 2012, 01:58 AM
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QUOTE (TonkaTuff @ Sep 9 2012, 05:33 PM) *
Maybe I'm just not seeing how to do it, but a feature request: the ability to put notes on the vehicle sensor location or the ability to indicate an added sensor in the tree is free if the player and GM have hashed-out what, exactly, came standard in a given vehicle's specific sensor package.


Right click the sensor and select notes
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Sid Nitzerglobin
post Sep 10 2012, 02:43 AM
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QUOTE (Scarecrow @ Sep 9 2012, 08:34 AM) *
It's legal to do, but I don't think it's legal at character creation. I don't have my books within arms reach at the moment, but I believe that, at character creation, you can't do this.


I think I was applying my own set of circumstances for this particular game in my interpretation of the text and the way I worded my post (I was about 4 Bells Two Hearteds into the night/morning at the time as well (IMG:style_emoticons/default/biggrin.gif) ):

SR4A p.84
To acquire a skill group for your character, you must pay 10 BP
per level of expertise you wish to acquire. (Since skill groups contain
three or four skills together, this is actually cheaper than purchasing
each skill individually.) Starting characters may raise purchased skill
groups to a maximum rating of 4. Skill groups may not be broken up
into individual skills for further improvement and specializations may
not be taken for skill group skills at character creation—although, as
always, individual gamemasters are free to allow this option.


This GM allows it. Would be nice to have a way to enable it in Chummer but no biggy. Haven't really looked into the possibility or effort level to create my own house rule. I'm probably not going to need it any time soon unless one of my characters get whacked.
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