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> Chummer Character Generator, Thread #2
bannockburn
post Feb 16 2013, 12:35 PM
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QUOTE (bannockburn @ Feb 13 2013, 02:04 PM) *
Okay. I may be stupid, but this is the first time I've fooled around with cyberware suites.

I have created a suite containing a Control Rig, and two Datajacks. However, I've found the following problems:

1) Its grade is shown as 'Cummer.Grade', and even when created with higher grades (such as Alpha), the final essence cost is always 0,63, as if standard grade was used. The price is also always 9900 nuyen, and does not change with higher grades.
2) I fail to find an option to add this suite to a character in career mode. The 'Special' menu is missing the creation as well as the add options and I can't find the suites at all when adding cyberware.


So basically it boils down to:
How do I add a cyberware suite that's only available in a certain grade and how do I then add it to an existing character in career mode?

Does someone know how to work this?


Okay, so I've played around a bit with the data file and the suite does what it should do. But I am still stymied as to how to implant that suite to a character in career mode? Anyone?
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SpellBinder
post Feb 17 2013, 02:17 AM
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QUOTE (Thanee @ Feb 16 2013, 05:23 AM) *
How do you add extra points to the starting resources roll (100¥ each up to 3x the number of dice rolled to add +1 to the dice roll each)?

Bye
Thanee

You don't have to. Chummer takes this into account automatically, and accordingly to whatever your lifestyle is.
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Umidori
post Feb 17 2013, 06:01 AM
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REDACTED. I was being a derp, had an option setting wrong.

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SpellBinder
post Feb 17 2013, 09:19 AM
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Nebular, is there a particular reason why having any cyberlimb does not change your unarmed attack from Stun to Physical? Reference SR4a, page 343.
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KarmaInferno
post Feb 17 2013, 10:38 PM
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Was wondering, how difficult would it be to have the option to combine karma and nuyen journals into a single list?

Most entries I am finding I am adjusting both karma and nuyen anyway. The handful of times I don't, just entering a zero value would work. Entering a ton of entries is a pain if I have to enter them twice.

Also, possibly eliminating the seconds digit from the time entry would be nice, especially when manually adjusting the time. Or even a way to disable time tracking completely, just tracking date.



-k
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Thanee
post Feb 20 2013, 11:33 PM
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QUOTE (SpellBinder @ Feb 17 2013, 03:17 AM) *
You don't have to. Chummer takes this into account automatically, and accordingly to whatever your lifestyle is.


Right. Seen it now, when the character is transfered into career mode. So, just leave the Nuyen free during character generation. Thanks! (IMG:style_emoticons/default/smile.gif)

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Thanee
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Errant
post Feb 21 2013, 12:54 AM
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The Vision Enhancement mod doesn't seem to improve the Perception dice-pool. Is this intended, since it only modifies visual perception? If so, would it be possible to add a custom specialisation bonus for it or somesuch instead of using Improvements to provide the bonus?
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bannockburn
post Feb 21 2013, 12:56 AM
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It doesn't do that because the perception pool does not know if it's supposed be thrown as a visual, aural or other perception test (IMG:style_emoticons/default/wink.gif)
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Sichr
post Feb 21 2013, 10:20 PM
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Hi. I had a siple querry...Is it possible to build Warform using the Running Wild rules, when building new critter? I hadnt find that option, well maybe I have missed that. Any advices? Thank you.
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Sichr
post Feb 21 2013, 10:30 PM
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Ahh
Seems I found it. Start normal creature, in Critter powers there are Genetic modification included.
Ticket closed (IMG:style_emoticons/default/smile.gif)
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Strungest
post Feb 22 2013, 08:29 PM
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I was messing around with the chummer files, trying to modify some of the character creation rules, and I hit a problem. I would like to obtain this:

"Skill Group Transitive Property is now in effect. This means that if you buy one skill up in a skill group, and you buy another skill up in a skill group, that you can buy up the rest of the skill group to match at the remaining cost. Since all the math is linear, we no longer have to screw people who break up their skill groups and later want to put them back together."

But I am not sure how. Sorry if this has already been asked before.
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SpellBinder
post Feb 22 2013, 09:41 PM
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This already exists in Chummer, but is disabled by default: Options > Optional Rules > fourth item, "Allow Sills to be re-Grouped if all Ratings are the same (SR4 FAQ)"
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Strungest
post Feb 22 2013, 10:28 PM
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QUOTE (SpellBinder @ Feb 22 2013, 10:41 PM) *
This already exists in Chummer, but is disabled by default: Options > Optional Rules > fourth item, "Allow Sills to be re-Grouped if all Ratings are the same (SR4 FAQ)"

well...sort of. I was looking for a way to have a skill "group" at X, and then raise one of the skillsto x+1. then, when raising two others of the skills in the same skill group to x+1, It would refund me 2 points and make all skills in the group to z+1. sort of a "smart" skill group manager, one that would give me the skills at the rating I wanted, and give me the "free" skills and bp back through a "group" upgrade when it can.
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SpellBinder
post Feb 22 2013, 11:31 PM
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Yeah, I don't think that's gonna happen. I expect we'll see magicians get a karma refund from unbonding their bonded foci first.

As a workaround, there's always the Nuyen & Karma tab to enter such refunds.
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Strungest
post Feb 23 2013, 09:17 AM
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QUOTE (SpellBinder @ Feb 23 2013, 12:31 AM) *
Yeah, I don't think that's gonna happen. I expect we'll see magicians get a karma refund from unbonding their bonded foci first.

As a workaround, there's always the Nuyen & Karma tab to enter such refunds.

i'm decent at coding, if someone could point me in the right direction I might be able to help.
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Mach_Ten
post Feb 23 2013, 09:22 AM
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Unseen hands (Adepts Way) requires "The Totems way" in error, this is the Invisible way power (IMG:style_emoticons/default/smile.gif)
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Kiirnodel
post Feb 23 2013, 03:05 PM
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QUOTE (SpellBinder @ Feb 22 2013, 06:31 PM) *
Yeah, I don't think that's gonna happen. I expect. e'll see magicians get a karma refund from unbonding their bonded foci first.

As a workaround, there's always the Nuyen & Karma tab to enter such refunds.



QUOTE (Strungest @ Feb 23 2013, 04:17 AM) *
i'm decent at coding, if someone could point me in the right direction I might be able to help.

Yeah... I'm pretty sure he meant that as a sarcastic "it's not going to happen", because that's not the way the rules work (Correct me if I'm wrong SpellBinder). If you want to have a school group, and get the karma discount then you need to buy it as a group not the individual skills. Otherwise, it's probably easiest to just give a karma discount to the character if that's the way your gm is going to rule it...
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SpellBinder
post Feb 23 2013, 07:24 PM
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As far as I know, yup. Even buying a skill specialization breaks up a skill group, and then you can't even regain the group later. Heck, it isn't even in the official rule book that you can regroup skills, but the highly unreliable FAQ where this is presented as an option. According to the base rule book, once a skill group is broken up, it is broken up forever. Really makes you think ahead about what you want to spend your karma on.



Regarding the Totem's Way power, I honestly still wonder where it is Nebular is reading that the Totem's Way has access to the other Way's unique powers. The Magician's Way also chooses another Way for their favored powers list, and like the Totem's Way doesn't say anything about gaining access to their unique power.
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Mach_Ten
post Feb 25 2013, 10:36 AM
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QUOTE (SpellBinder @ Feb 23 2013, 07:24 PM) *
Regarding the Totem's Way power, I honestly still wonder where it is Nebular is reading that the Totem's Way has access to the other Way's unique powers. The Magician's Way also chooses another Way for their favored powers list, and like the Totem's Way doesn't say anything about gaining access to their unique power.


I remember reading the Totems way as you get to choose a power that fits with the mentor spirit creature ? maybe I got it wrong.

anyways. if you buy the correct adept way, then buy Totem's way "for free" .. you can allocate the powers as normal then Remove the Totem's way quality

as a work around it .. works (IMG:style_emoticons/default/smile.gif) but is not ideal
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wilcoxon
post Feb 25 2013, 03:13 PM
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QUOTE (Mach_Ten @ Feb 25 2013, 06:36 AM) *
I remember reading the Totems way as you get to choose a power that fits with the mentor spirit creature ? maybe I got it wrong.

anyways. if you buy the correct adept way, then buy Totem's way "for free" .. you can allocate the powers as normal then Remove the Totem's way quality

as a work around it .. works (IMG:style_emoticons/default/smile.gif) but is not ideal


Totem's Way is poorly written in several ways. It's not explicit that Totem's Way includes Mentor Spirit for free (implied and I'm pretty sure it does since it is 5 pts more than the other Ways). It says that the Adept gets to choose the "favored powers" (but that term is not used anywhere else) of another Way appropriate to their totem. However, the rest of the sentence mentioning favored powers makes it pretty clear it is talking about the list of powers the other Way gets for a 25% discount (which does not include any of the new Way-specific powers).
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SpellBinder
post Feb 25 2013, 08:32 PM
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The Magician's Way is the same, where you get to choose the list of favored powers from another way. However, the Totem's Way gives you up to four more powers above and beyond that of the other way's list you choose.
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Nebular
post Feb 25 2013, 11:14 PM
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QUOTE (SpellBinder @ Feb 17 2013, 04:19 AM) *
Nebular, is there a particular reason why having any cyberlimb does not change your unarmed attack from Stun to Physical? Reference SR4a, page 343.

Partially, yes. Only the damage from that particular limb is Physical, the rest of your unarmed attacks are still technically Stun. Since Cyberlimbs don't create a Weapon entry for themselves, it made more sense to leave it as it currently is. I might look into creating Weapons for Cyberlimbs in the future.
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Nebular
post Feb 25 2013, 11:24 PM
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QUOTE (KarmaInferno @ Feb 17 2013, 05:38 PM) *
Was wondering, how difficult would it be to have the option to combine karma and nuyen journals into a single list?

Most entries I am finding I am adjusting both karma and nuyen anyway. The handful of times I don't, just entering a zero value would work. Entering a ton of entries is a pain if I have to enter them twice.

Also, possibly eliminating the seconds digit from the time entry would be nice, especially when manually adjusting the time. Or even a way to disable time tracking completely, just tracking date.

-k

The Karma and Nuyen Expense lists are separated to help keep things a little more legible, as well as to make working with them and identifying the entries easier through code. As for the time formatting, I'll have this tweaked in tonight's update.

I'll look into adding an option for whether or not time is captured in the Create Expense window. The time on your computer would still be recorded and appear in the list so that it has something to sort on, but it wouldn't require you to enter one manually.
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SpellBinder
post Feb 25 2013, 11:33 PM
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QUOTE (Nebular @ Feb 25 2013, 04:14 PM) *
Partially, yes. Only the damage from that particular limb is Physical, the rest of your unarmed attacks are still technically Stun. Since Cyberlimbs don't create a Weapon entry for themselves, it made more sense to leave it as it currently is. I might look into creating Weapons for Cyberlimbs in the future.
Kinda had a feeling on that, but good to know.

And as far as the expenses go, at least having the time stamp option is great, I think. For me it helps tracking payments and expenses that happen within the same day (especially for some fiction writing, where I adjust everything up to the 2070's when the story takes place). In the least I think it might be better having the option to just hide that column rather than eliminate it.
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Nebular
post Feb 25 2013, 11:46 PM
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QUOTE (Mach_Ten @ Feb 23 2013, 04:22 AM) *
Unseen hands (Adepts Way) requires "The Totems way" in error, this is the Invisible way power (IMG:style_emoticons/default/smile.gif)

QUOTE (SpellBinder @ Feb 23 2013, 02:24 PM) *
Regarding the Totem's Way power, I honestly still wonder where it is Nebular is reading that the Totem's Way has access to the other Way's unique powers. The Magician's Way also chooses another Way for their favored powers list, and like the Totem's Way doesn't say anything about gaining access to their unique power.

QUOTE (Mach_Ten @ Feb 25 2013, 05:36 AM) *
I remember reading the Totems way as you get to choose a power that fits with the mentor spirit creature ? maybe I got it wrong.

anyways. if you buy the correct adept way, then buy Totem's way "for free" .. you can allocate the powers as normal then Remove the Totem's way quality

as a work around it .. works (IMG:style_emoticons/default/smile.gif) but is not ideal

QUOTE (wilcoxon @ Feb 25 2013, 10:13 AM) *
Totem's Way is poorly written in several ways. It's not explicit that Totem's Way includes Mentor Spirit for free (implied and I'm pretty sure it does since it is 5 pts more than the other Ways). It says that the Adept gets to choose the "favored powers" (but that term is not used anywhere else) of another Way appropriate to their totem. However, the rest of the sentence mentioning favored powers makes it pretty clear it is talking about the list of powers the other Way gets for a 25% discount (which does not include any of the new Way-specific powers).

QUOTE (SpellBinder @ Feb 25 2013, 03:32 PM) *
The Magician's Way is the same, where you get to choose the list of favored powers from another way. However, the Totem's Way gives you up to four more powers above and beyond that of the other way's list you choose.


Yeah, The Totem's Way is a bit of a mess. I've read it a few times and from what I can see, they are able to select any of the Powers listed in the New Powers section of the book since they are all the favored Powers of the other Ways. This would make Totem's Way one of the two possible requirements for meeting those Powers' requirements.
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