Chummer Character Generator, Thread #2 |
Chummer Character Generator, Thread #2 |
Mar 3 2012, 03:45 PM
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#151
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Would it be possible to assign certain weapons to certain limbs? It would be pretty convienient. Also, the Adept power Penetrating Strike's AP doesn't appear on the printed sheet. Hmm. The problem is that Weapons don't know if they're one-handed or two-handed. Let me take some time to think about how to handle this. It might just be a matter of adding a selection list on the Weapon tab when you have something selected to calculate the dice pool using Left Arm, Right Arm, or Both Arms (average of Attributes). Penetrating Strike's AP bonus is appearing on the Unarmed Attack on the character sheet. It is not, however, being applied to Weapons that use the Unarmed Combat Active Skill (such as Hardliner Gloves). I'll have this corrected in the next update. |
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Mar 3 2012, 03:47 PM
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#152
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
During one of the more recent patches the Knowsofts across all my characters suddenly stopped reporting their rating in the Knowledge Skills section. The skills are now giving me both a rating and total of 0, but are showing my related attribute. Having all my knowledge skills calculated and together was terribly convenient. Is this disappearance a glitch or is it something that can be dealt with through the Improvement Manager or other such means? I've looked through the wiki and can't seem to find anything relating to this issue. There's weird. There shouldn't be anything that would prevent them from working. I just put together a test character to try them out and they still seem to be working. The only thing that comes to mind is the character might not have his Skillwires Cyberware any more, or the Active Skill finally has a Rating higher than the Skillsoft's Rating, but if they're showing a Rating of 0 that likely isn't the case (IMG:style_emoticons/default/smile.gif) . If you're still having an issue with it, could you email me the save file (nebular@shaw.ca), and I'll take a look and see what's up. |
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Mar 3 2012, 03:48 PM
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#153
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
I don't suppose you would consider adding the stuff from the datahaven magazine to chummer. To the core data files, no, as they're not from the official sourcebooks. I don't have a problem with adding them to custom data files and sharing them through Omae though. I'll dig around for 'em and see what they have. EDIT: These are now available through Omae in the Data category as "Dumpshock Datahaven Issue 1" and "Dumpshock Datahaven Issue 2". |
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Mar 3 2012, 10:18 PM
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#154
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Target Group: Members Posts: 43 Joined: 15-June 11 Member No.: 31,494 |
Removing and re-adding the power fixed the Penetrating Strike issue.
Pehaps having checkboxes for all the limbs a weapon (or unarmed strike) might be equipped to might be the best way to handle that? |
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Mar 4 2012, 02:55 AM
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#155
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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 |
Unfortunately it's more of limit to 1 or no limit situation. What I can do is add an option to remove the limit for 1 Dice Roller window. The tradeoff is that clicking on the Dice Roller button for Skills (if you have that enabled) will pop open a new Dice Roller window each time instead of reusing the open one if it exists. Having an option to remove the limit is fine by me. Regarding the Penetrating Strike power, I believe there's a lengthy thread in the rules section about whether or not it applies to Hardliner Gloves, and IIRC it was resolved that Hardliner Gloves count as a weapon that uses the Unarmed Combat skill and cannot benefit from the Penetrating Strike power. Further discussion on this subject should be taken over there. Edit: Found the thread: http://forums.dumpshock.com/index.php?show...%20gloves\ |
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Mar 4 2012, 06:29 AM
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#156
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Moving Target Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
There's weird. There shouldn't be anything that would prevent them from working. I just put together a test character to try them out and they still seem to be working. The only thing that comes to mind is the character might not have his Skillwires Cyberware any more, or the Active Skill finally has a Rating higher than the Skillsoft's Rating, but if they're showing a Rating of 0 that likely isn't the case (IMG:style_emoticons/default/smile.gif) . If you're still having an issue with it, could you email me the save file (nebular@shaw.ca), and I'll take a look and see what's up. The Technomancer echo Biowire doesn't seem to be allowing skillsofts, knowsofts, linguasofts to show up in the skill list. |
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Mar 4 2012, 08:16 PM
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#157
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
The Technomancer echo Biowire doesn't seem to be allowing skillsofts, knowsofts, linguasofts to show up in the skill list. Biowire seems to be working properly. The Skillsofts need to be purchased from the Gear list as normal. Activesofts don't need anything special since the character already lists all of the Active Skills. In order for Knowsofts and Linguasofts to show up properly, you still need to add the entry to the character's Knowledge Skill list (with a Rating of 0 - it needs something to actually match on). This is the same behaviour for the Skillwires Cyberware. |
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Mar 4 2012, 08:17 PM
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#158
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Having an option to remove the limit is fine by me. Regarding the Penetrating Strike power, I believe there's a lengthy thread in the rules section about whether or not it applies to Hardliner Gloves, and IIRC it was resolved that Hardliner Gloves count as a weapon that uses the Unarmed Combat skill and cannot benefit from the Penetrating Strike power. Further discussion on this subject should be taken over there. Edit: Found the thread: http://forums.dumpshock.com/index.php?show...%20gloves\ Huh, ok. So it looks like the only things that count are attacks that come from natural unarmed attacks and from bone lacing since it modified your unarmed attacks. Well, if that's how it's supposed to work, that's how I'll do it. (IMG:style_emoticons/default/smile.gif) |
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Mar 4 2012, 08:45 PM
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#159
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
This may be the only update for the week - my desktop PC decided that it was time for the power supply and motherboard to go last night. It'll be a few days before I get the thing back with all of its shiny new hardware (I've refused to do any hardware work for the past few years (IMG:style_emoticons/default/nyahnyah.gif) ) and then I'll have to re-install everything. What fun! My poor little laptop was never built to handle the strain of development work.
Build 330
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Mar 4 2012, 11:14 PM
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#160
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Target Group: Members Posts: 95 Joined: 10-September 11 From: Lyon, FRANCE Member No.: 37,728 |
Thanks for the Omae update and good luck with your computer. Always a mess to reinstall everything.
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Mar 5 2012, 01:33 PM
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#161
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Moving Target Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
Biowire seems to be working properly. The Skillsofts need to be purchased from the Gear list as normal. Activesofts don't need anything special since the character already lists all of the Active Skills. In order for Knowsofts and Linguasofts to show up properly, you still need to add the entry to the character's Knowledge Skill list (with a Rating of 0 - it needs something to actually match on). This is the same behaviour for the Skillwires Cyberware. Well that explains why they were not showing up on the knowledge skills list. It's working now, thanks. |
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Mar 7 2012, 05:08 PM
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#162
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Running Target Group: Members Posts: 1,373 Joined: 14-January 10 From: Stuttgart, Germany Member No.: 18,036 |
apparently Knowledge Skill Specializations are free. they should cost 2 karma/BP
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Mar 7 2012, 05:16 PM
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#163
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
apparently Knowledge Skill Specializations are free. they should cost 2 karma/BP Knowledge Skill specializations only consume BP (or Karma) if you are out of free Knowledge Skill points. If you still have free Knowledge Skill points remaining, then it uses 1 of those points instead. (according to the English SR4A book at least) |
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Mar 7 2012, 05:25 PM
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#164
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Running Target Group: Members Posts: 1,373 Joined: 14-January 10 From: Stuttgart, Germany Member No.: 18,036 |
Knowledge Skill specializations only consume BP (or Karma) if you are out of free Knowledge Skill points. If you still have free Knowledge Skill points remaining, then it uses 1 of those points instead. (according to the English SR4A book at least) well, I rechecked, and this works with BP, but not karmagen |
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Mar 7 2012, 06:54 PM
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#165
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
well, I rechecked, and this works with BP, but not karmagen Neat! I'll have this fixed in the next update then. (IMG:style_emoticons/default/smile.gif) |
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Mar 8 2012, 08:05 AM
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#166
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Old Man Jones Group: Dumpshocked Posts: 4,415 Joined: 26-February 02 From: New York Member No.: 1,699 |
The maximum Rating thing appears to be working correctly from what I can see. I created a test character with BOD 6 and Diving 1. Put them in Career Mode and create an Improvement for +50 Diving. It correctly caps it to 20. If a character has BOD 6 and Diving 6, Diving's maximum Rating should be 24. If they have BOD 6 and Diving 1, their maximum Rating should be 20. I can't think of any reason why it would allow them to go over if the rule is turned on. Could you email me your save file (nebular@shaw.ca) if you're still having issues with this? Seems I cannot replicate the issue. I suppose that's a good thing. (IMG:style_emoticons/default/smile.gif) I did notice, however, that "Modular Plug-In" category options are not appearing for vehicle Mechanical Arms, even if the Modular Cyberlimb option is installed. -k |
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Mar 8 2012, 09:51 AM
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#167
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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 |
It's been a while since I last had a look at chummer and I have to say (again): Great Work!
Just a couple of questions / remarks that came up yesterday when I tried to build a rigger:
-CJ |
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Mar 8 2012, 10:57 AM
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#168
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Target Group: Members Posts: 17 Joined: 20-June 11 From: Seattle, WA Member No.: 31,801 |
There's weird. There shouldn't be anything that would prevent them from working. I just put together a test character to try them out and they still seem to be working. The only thing that comes to mind is the character might not have his Skillwires Cyberware any more, or the Active Skill finally has a Rating higher than the Skillsoft's Rating, but if they're showing a Rating of 0 that likely isn't the case (IMG:style_emoticons/default/smile.gif) . If you're still having an issue with it, could you email me the save file (nebular@shaw.ca), and I'll take a look and see what's up. I seem to have identified the problem I was having with skillsofts. All skillsofts (including knowsofts and linguasofts) now require Skillwires to operate, despite p330 (Skillsofts) explaining the necessary equipment for each type of skillsoft and p342 (Skillwires) only specifying activesofts (this specification is also repeated on UN 193). Am I correct in my readings or do they require Skillwires? I was beginning to believe it might just be a corrupt file at fault, but another friend is also suffering this problem and adding Skillwires seemed to correct the problem for him as well. |
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Mar 8 2012, 11:08 AM
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#169
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Target Group: Members Posts: 17 Joined: 20-June 11 From: Seattle, WA Member No.: 31,801 |
The Smuggling Compartment (AR 144) has specifications for the Shielded variety. "Each type of shielding must be specified, and a compartment may be shielded more than once." It goes on to list examples of different types of shielding. Any chance you could add something that would allow us type or select these specifications?
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Mar 8 2012, 02:18 PM
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#170
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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 |
According to chummer the Flying Eye drone from Spy Games comes with a Tool Kit. I can't find anything about that in Spy Games though, but maybe that's just me. When I click on the Flying Eye's tool kit, the delete button reads 'Delete weapon'. (IMG:style_emoticons/default/smile.gif) So something's not quite right with this tool kit...
And the drone's sensor package is listed as 'minidrone sensor' although the Flying Eye is a microdrone. -CJ |
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Mar 8 2012, 02:26 PM
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#171
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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 |
Toyota MK-Centipede is a microdrone, but the default sensor package listed is 'minidrone sensor'.
-CJ |
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Mar 8 2012, 03:43 PM
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#172
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
I did notice, however, that "Modular Plug-In" category options are not appearing for vehicle Mechanical Arms, even if the Modular Cyberlimb option is installed.
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Mar 8 2012, 03:54 PM
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#173
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
The Smuggling Compartment (AR 144) has specifications for the Shielded variety. "Each type of shielding must be specified, and a compartment may be shielded more than once." It goes on to list examples of different types of shielding. Any chance you could add something that would allow us type or select these specifications? I'll have this added in the next update. |
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Mar 8 2012, 03:56 PM
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#174
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
According to chummer the Flying Eye drone from Spy Games comes with a Tool Kit. I can't find anything about that in Spy Games though, but maybe that's just me. When I click on the Flying Eye's tool kit, the delete button reads 'Delete weapon'. (IMG:style_emoticons/default/smile.gif) So something's not quite right with this tool kit... And the drone's sensor package is listed as 'minidrone sensor' although the Flying Eye is a microdrone. Toyota MK-Centipede is a microdrone, but the default sensor package listed is 'minidrone sensor'.
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Mar 8 2012, 04:22 PM
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#175
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
I seem to have identified the problem I was having with skillsofts. All skillsofts (including knowsofts and linguasofts) now require Skillwires to operate, despite p330 (Skillsofts) explaining the necessary equipment for each type of skillsoft and p342 (Skillwires) only specifying activesofts (this specification is also repeated on UN 193). Am I correct in my readings or do they require Skillwires? I was beginning to believe it might just be a corrupt file at fault, but another friend is also suffering this problem and adding Skillwires seemed to correct the problem for him as well. You're correct. I'll have this corrected in the next update. You'll need to either re-add the Sim Module or Datajack to the character, or select Re-Apply Improvements from the Special menu once the next update is available to pick up the change. |
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