Chummer Character Generator, Thread #2 |
Chummer Character Generator, Thread #2 |
Nov 20 2012, 04:43 PM
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#1326
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Shooting Target Group: Members Posts: 1,647 Joined: 22-April 12 From: somewhere far beyond sanity Member No.: 51,886 |
Could be that your strength is factored in, depending on settings.
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Nov 21 2012, 03:07 AM
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#1327
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Target Group: Members Posts: 23 Joined: 12-November 12 Member No.: 62,567 |
Probably, I tested with a STR 1 character and they both came up 2, which would imply that the problem is with the "base" model not factoring in STR. Which is another point, according to the entry in Arsenal, page 24, the Ruger Thunderbolt comes in two versions, both of which have 2 points of recoil compensation. The smartgun equipped model and one with a integral laser sight, priced ¥1,150 and ¥850 respectively. Chummer lists the smartgun model correctly, but lists the other version with no integral laser sight and a cost of ¥750.
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Nov 21 2012, 09:13 AM
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#1328
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Target Group: Members Posts: 1 Joined: 3-October 12 From: .eu.fr.rha.73 Member No.: 56,594 |
Hi alls !
First, Thanks for Chummer, it's great ! I've seen that in the thread : Hi there, I hope you can help: I just started using Chummer, but upon trying to pick a metatype, I repeatably (through restarts, and redownloads and re-extracts of Chummer) receive the following error: CODE ************** Exception Text ************** System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2.get_Item(TKey key) at Chummer.LanguageManager.GetString(String strKey) at Chummer.frmCreate.SetTooltips() Is this something I can fix? I've the same problem with the last release (Build 426) In the package the news String () are missing in the .\lang\fr.xml, .\lang\de.xml, .\lang\en-us.xml files. Just add them in the files, and the bug will be fixed. CODE <string> <key>Checkbox_ActiveCommlink</key> <text>Active Comlink</text> </string> <string> <key>Tip_ActiveCommlink</key> <text>Active Comlink</text> </string> <string> <key>Checkbox_Commlinks</key> <text>Comlink</text> </string> Hope I help. Thanks again for chummer, it's awesome ! |
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Nov 21 2012, 11:12 PM
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#1329
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Using revision 423, though I've had this issue with the previous versions: When trying to save my character as created for career mode, it throws back complaints due to multiple pieces of gear with avail 12+. I've set the maximum allowed availability option up to 20, but it still wants to restrict with avail 12+. Is the limit of 1 item over 12 hard-coded into the system (it's not an issue with my campaign)? And if so, could there be an optional rule toggle to ignore it? Or is it just not respecting the increased avail limit? Also, I've been trying to update to revision 426, and when I snag the program update from the list it says the download has been installed and I restart, but 'about' is still saying I'm on revision 423. There don't appear to be any hard coded limits for Avail 12. I've tried it a few times with different Avails and they all check out fine. If you saved the character first, then changed the avail, the is probably causing the problem; the max Avail is (currently) attached to the character when it's saved for the first time. This was something that was done before the notion of different settings came about which let you change the avail on a per-game basis. If you need to change it for your character you can open the save file up in a text editor like Notepad and make the quick change. You should see a line relatively close to the top (around line 33) that says CODE <maxavail>12</maxavail> You can change that number of whatever you need it to be. Save the file, re-open it in Chummer, and you should be set. This is something that needs to remain attached to the character though as the values in the settings files are the default values for the game. Players, though more likely the GM, may need to create characters or Critters that fall outside of these values but still adhere to the other rules for the setting. What I can look into, however, is providing a way to change the character's BP and max Avail so you wouldn't have to modify these values manually in the future.
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Nov 21 2012, 11:17 PM
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#1330
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
This should only happen if your character has a STR of 5 or higher and you have the High Strength affects Weapon Recoil (AR 163) optional rule turned on. I've tried it out with a STR 1 character and with this optional rule turned off and its RC appears correctly as 2. There is, however, an issue with Weapons that do not have any Accessories or Mods attached to them not actually including the character's STR bonus. I'll have this fixed in the next update.
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Nov 21 2012, 11:22 PM
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#1331
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Probably, I tested with a STR 1 character and they both came up 2, which would imply that the problem is with the "base" model not factoring in STR. Which is another point, according to the entry in Arsenal, page 24, the Ruger Thunderbolt comes in two versions, both of which have 2 points of recoil compensation. The smartgun equipped model and one with a integral laser sight, priced ¥1,150 and ¥850 respectively. Chummer lists the smartgun model correctly, but lists the other version with no integral laser sight and a cost of ¥750. Ah, I had initially interpreted the Thunderbolt's entry. The Ruger Thunderbolt w/ Smartgun item is already there and priced correctly. I had misinterpreted the Laser Sight option to mean that you could add a Laser Sight to it for +¥100 instead of you got that model if you didn't take the Smartgun one. I'll update the Weapons file to correct this. |
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Nov 21 2012, 11:24 PM
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#1332
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Adding any of the Certified Credstick Commlink Accesories allows setting the rating for the credstick, which changes the cost. The rating should be fixed at 0 to get the correct cost. Windows 7 64 bit; Chummer 0.0.0.426 Ratings on Credsticks are intended to represent how much Nuyen is left on them. It's the only way around letting the character adjust their value on the fly instead of having to delete and re-add a new Credstick with the new Nuyen amount. (IMG:style_emoticons/default/nyahnyah.gif) |
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Nov 21 2012, 11:25 PM
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#1333
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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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Nov 22 2012, 12:27 AM
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#1334
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
however adding PACKS gear kits with multilevel equipment (for example a comlink with a program package (Basic+ program suite)) still adds up the prices of the suite as well as each individual item in the suite, so instead of costing 400 NY for the basic+ program suite it costs 3100 NY (400 for the suite and 2700 for all programs in it). This seems to be true for all "package items" that include items that can also be purchased seperately. This also includes now the price for copy protection and registration program option, which should be free when selecting the optional rule. Also the bug with the Optimization program option in a PACKS kit is still there: when you add a PACKS kit which includes a program with the optimization program option Chummer interprets it as the COMLINK optimization option, costing 500 NY (without rating) instead of 100 NY per rating. Also response degradation due to running programs should only start once you run a number of programss > system rating, see Unwired 3rd printing (which came after SR4A) p.48, currently Chummer reduces response when the number of programs running is equal to system rating: if you do not have Unwired 3rd printing: "Processor Limit: is is the number of programs the node can run before it starts to experience Response degradation (see Matrix Attributes, p. 221, SR4A). For standard nodes, the proces- sor limit is equal to System rating. " "Standard nodes are run by commlinks,..." Many thanks if you could correct this too. Also a repeated festure request: could you add the option to create free sprites (unwired p. 157) in the same way that you added the option to create free spirits? This would allow to create custom sprites with complex form the base sprite normally does not have, which currently isn't possible. As far as the Processor Limit goes, UN and SR4A seem to essentially say the same thing; a Commlink's Response is reduced by 1 for every multiple of [Response] Programs running. So if your Commlink is Response 5, running 4 Programs will keep it at Response 5 while running 5 Programs would drop it to 4 since you've hit a multiple. Free Sprites are still on the list of things to do, but between my limited time to work on this and other fixes it kept getting put off. I'll finally have these in the next update. The whole PACKS thing is a fairly complicated issue. There are a few other outstanding issues with it as well that need to be addressed at some point. They're more a matter of time and effort to implement vs. how much PACKS are actually used and how often the issue arises. It'll hopefully be addressed at some point, but that's all I can promise right now. |
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Nov 22 2012, 01:38 AM
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#1335
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Hi there, I hope you can help: I just started using Chummer, but upon trying to pick a metatype, I repeatably (through restarts, and redownloads and re-extracts of Chummer) receive the following error: I think I forgot to include the updated language files in the zip file for the last update. You can either fix this by going to the Tools menu and selecting Check for Updates and selecting the updated English language file, or you can re-download the zip file for the next update which should be available in the next minute or two. Can't believe I forgot to update those. (IMG:style_emoticons/default/frown.gif) |
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Nov 22 2012, 01:41 AM
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#1336
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Build 429
Any Sprite can now be converted to a Free Sprite by selecting Special > Convert to Free Sprite. Free Sprites gain the Denial Power and access to Echoes Critter Powers as per UN 157. New Strings
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Nov 22 2012, 02:16 AM
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#1337
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Target Group: Members Posts: 23 Joined: 12-November 12 Member No.: 62,567 |
Thanks for the update, Nebular.
Additionally, prepackaged software aren't properly applying their program options. For example, Homewrecker is listing as... Attack (Rating 3) Shredder (Rating 3) Attack (Rating 3) instead of... Attack (Rating 3) └Shredder Attack (Rating 3) └Area (Rating 1) └Armor Piercing (Rating 2) This is similarly affecting copy protection and registration, if you have those toggled to be automatically included in options. |
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Nov 22 2012, 09:16 PM
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#1338
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Moving Target Group: Members Posts: 619 Joined: 12-October 12 From: Calgary, AB Member No.: 56,960 |
Adding an item [as a plugin] to a Butt Pack ghosts the quantity, so it can not be changed. Moving the plugin out to Selected Gear, or into a location, re-enables the quantity. Tested with Olfactory Camouflage, Scent-masking Cigarette, and Nanopaste disguise (Small Container). Same for a microphone in a Handheld Sensor. Seems to be general: can not change the quantity of an 'installed' plugin. Ratings can change, quantities can not.
Windows 7 64 bit; Chummer version 0.0.0.429; Create mode |
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Nov 24 2012, 04:18 AM
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#1339
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Running Target Group: Members Posts: 1,102 Joined: 23-August 09 From: Vancouver, Canada Member No.: 17,538 |
The Armor-Piercing Flechette ammo should reduce the weapon range by 20%. See pg 156 of WAR!. Can I use the rangebonus tag from weapon mods to add this to the ammo in an override until you can add this fix?
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Nov 25 2012, 02:39 AM
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#1340
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Former Member Group: Members Posts: 814 Joined: 15-July 12 Member No.: 53,042 |
Noticed something wonky with the Battle Buddy Basic. Instead of Armored Case, it's giving Rating 5 of the Armor Program.
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Nov 25 2012, 04:38 AM
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#1341
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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 |
Still cannot add items to a cybereye that's installed in a cyberlimb.
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Nov 26 2012, 07:42 AM
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#1342
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Moving Target Group: Members Posts: 250 Joined: 16-January 09 From: Nowhere near you... unless you happen to be near Cologne. Member No.: 16,776 |
Attribute enhancements from cyberlimbs only affect the overall attribute value if you have another piece of 'ware that modifies that attribute.
Here's an example: You are a human with natural AGI of 1 and have Muscle Augmentation 1 and a full cyberarm with AGI 9. Chummer calculates the overall AGI of the character to 1(3). Mouseover text says AGI was modified by cyberlimb and Muscle Augmentation. That's all fine. The same human now has a natural AGI of 2 and the same cyberlimb with AGI 9. Chummer says the overall AGI is just 2. It doesn't get modified by the cyberlimb. This tests were done in Create mode. -CJ |
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Nov 28 2012, 11:02 PM
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#1343
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
The Armor-Piercing Flechette ammo should reduce the weapon range by 20%. See pg 156 of WAR!. Can I use the rangebonus tag from weapon mods to add this to the ammo in an override until you can add this fix? Gear doesn't currently support <rangebonus />. I'll add this in ASAP; just putting together a quick update to address the new functionality I need to include for the new Parageology book. |
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Nov 28 2012, 11:02 PM
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#1344
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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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Nov 28 2012, 11:25 PM
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#1345
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Thanks for the update, Nebular.
The prepackaged software issue is on my list of things to address, it's just not something that's quick to fix. (IMG:style_emoticons/default/wink.gif) The Vehicle Nexi plugins will be fixed in the next update. |
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Nov 28 2012, 11:29 PM
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#1346
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Adding an item [as a plugin] to a Butt Pack ghosts the quantity, so it can not be changed. Moving the plugin out to Selected Gear, or into a location, re-enables the quantity. Tested with Olfactory Camouflage, Scent-masking Cigarette, and Nanopaste disguise (Small Container). Same for a microphone in a Handheld Sensor. Seems to be general: can not change the quantity of an 'installed' plugin. Ratings can change, quantities can not. Windows 7 64 bit; Chummer version 0.0.0.429; Create mode This is (currently) intended behaviour. This was originally to limit things like Ammo plugins; if you have 20 Arrows and apply a Toxin as a plugin, you only need to add it at a quantity of 1. If you added it as a quantity of 20, it would instead be saying that those 20 arrows have 20 doses of Toxin each. It was the source of a fair amount of confusion way back when. I'll have to re-evaluate this at some point. I understand the need for it, especially if you want something like 2 Cameras stuffed into a Buttpack, but at the same time, I still think it's best to limit plugin quantities for the sake of Grenades and Ammo... I just need to figure out how to get both to play nicely together. (IMG:style_emoticons/default/smile.gif) |
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Nov 28 2012, 11:35 PM
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#1347
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Still cannot add items to a cybereye that's installed in a cyberlimb. On the list of stuff to do. Unfortunately it's not an easy fix and involves a large amount of code to be re-written. In hindsight, I should have made everything infinitely recursive, but I didn't. (IMG:style_emoticons/default/nyahnyah.gif) |
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Nov 28 2012, 11:53 PM
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#1348
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Attribute enhancements from cyberlimbs only affect the overall attribute value if you have another piece of 'ware that modifies that attribute. Here's an example: You are a human with natural AGI of 1 and have Muscle Augmentation 1 and a full cyberarm with AGI 9. Chummer calculates the overall AGI of the character to 1(3). Mouseover text says AGI was modified by cyberlimb and Muscle Augmentation. That's all fine. The same human now has a natural AGI of 2 and the same cyberlimb with AGI 9. Chummer says the overall AGI is just 2. It doesn't get modified by the cyberlimb. This tests were done in Create mode. -CJ Looks like this has to do with the Augmented value and tooltips disappearing if the Attribute itself doesn't have any Improvements that affect it. I'll have this fixed in the next update so that Attributes will also display their Augmented value/tooltips if the character has a Cyberlimb. |
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Nov 29 2012, 12:01 AM
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#1349
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Build 430
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Nov 29 2012, 01:51 AM
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#1350
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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 |
On the list of stuff to do. Unfortunately it's not an easy fix and involves a large amount of code to be re-written. In hindsight, I should have made everything infinitely recursive, but I didn't. (IMG:style_emoticons/default/nyahnyah.gif) And here I thought it was as simple as extending the tree depth an additional level. Just goes to show what I know (IMG:style_emoticons/default/nyahnyah.gif)
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