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> Chummer Character Generator, Thread #2
Novocrane
post Mar 16 2013, 06:23 AM
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Is there a section for biodrones that I'm missing?
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SpellBinder
post Mar 16 2013, 07:00 AM
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QUOTE (Novocrane @ Mar 16 2013, 12:23 AM) *
Is there a section for biodrones that I'm missing?
Try File > New Critter > Mundane Critters
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Novocrane
post Mar 16 2013, 07:55 AM
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QUOTE (SpellBinder @ Mar 16 2013, 05:00 PM) *
Try File > New Critter > Mundane Critters

It doesn't match up to build it from scratch. Try the Esiban Infiltrator, for instance.

Still hoping for drag & drop support in cyberware suites, too. Essentially 'locations' by presentation and usability.
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SpellBinder
post Mar 16 2013, 09:04 AM
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Ah, got it. Paranormal Critters > Bandit for the base of the Esiban Infiltrator.
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Nebular
post Mar 16 2013, 07:12 PM
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QUOTE (Tyro @ Mar 2 2013, 01:38 AM) *
Couple of bugs: There's an unhandled exception if you try to add an accessory onto a weapon accessory (like flare compensation on a guncam), and binoculars are showing up as 0 capacity (should have capacity times rating, R1-3)

I cannot seem to reproduce the first one at all. Weapon Accessories cannot take other Accessories as plugins, and there shouldn't be a way for you to drop one Accessory onto another. You can add Gear to some Accessories as plugins, but it looks like the Guncam doesn't allow them. Attempting to do that doesn't seem to throw an error either. Does it happen with all of your characters or only a particular one?

Standard Binoculars are showing their Capacity properly with a Capacity equal to their Rating. "Binoculars, Optical", on the other hand, have a Capacity of 0 as shown on the table on SR4 332 (at least according to my copy - I'm hoping it's not yet another misprint).
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All4BigGuns
post Mar 16 2013, 07:16 PM
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QUOTE (Nebular @ Mar 16 2013, 01:12 PM) *
I cannot seem to reproduce the first one at all. Weapon Accessories cannot take other Accessories as plugins, and there shouldn't be a way for you to drop one Accessory onto another. You can add Gear to some Accessories as plugins, but it looks like the Guncam doesn't allow them. Attempting to do that doesn't seem to throw an error either. Does it happen with all of your characters or only a particular one?

Standard Binoculars are showing their Capacity properly with a Capacity equal to their Rating. "Binoculars, Optical", on the other hand, have a Capacity of 0 as shown on the table on SR4 332 (at least according to my copy - I'm hoping it's not yet another misprint).


It's in my hard-copy of SR4A too, and it's probably a result of the optical version not having a rating.
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Nebular
post Mar 16 2013, 07:19 PM
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QUOTE (Smirnov @ Mar 2 2013, 03:38 PM) *
In the skillsoft category there are active skillsofts for skills linked to Magic, but SR4A rulebook states that there are no activesofts for spellcasting and the like. Is there a rule that I missed or is it a mistake?
QUOTE (SpellBinder @ Mar 2 2013, 10:33 PM) *
There is no rule that you've overlooked, as the activesoft also picks up the Cracking & Electronics skills I have added to my chummer for technomancers, even though they also would not be available to activesofts either.

This was an oversight on my part. I'm just in the process of updating the data files for the new Sim Dreams and Nightmares books so I'll correct Activesofts to exclude Magical Active and Resonance Active Skills while I'm at it.
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Nebular
post Mar 16 2013, 07:20 PM
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QUOTE (All4BigGuns @ Mar 16 2013, 01:16 PM) *
It's in my hard-copy of SR4A too, and it's probably a result of the optical version not having a rating.

Do you mean that in your hard copy, the Optical version is supposed to have a Capacity as well? If so, what should it be so I can update it? The data file has it explicitly set to 0. (I don't have my physical books with me right now).
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All4BigGuns
post Mar 16 2013, 07:28 PM
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QUOTE (Nebular @ Mar 16 2013, 02:20 PM) *
Do you mean that in your hard copy, the Optical version is supposed to have a Capacity as well? If so, what should it be so I can update it? The data file has it explicitly set to 0. (I don't have my physical books with me right now).


No, I was saying that my hard copy is giving the same information as your book. It shows the 'not applicable' dash under capacity. I was saying that I think optical doesn't get capacity because unlike electronic, there is no rating for optical.
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Nebular
post Mar 16 2013, 07:28 PM
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QUOTE (Sichr @ Mar 10 2013, 02:26 AM) *
It may be some fault on my side, but when calculating dicepool for weapon: Remington 950, Chummer seem to ignore the Specialization for Sporting rifles.
So far I found nothing wrong.
For Pistols it works OK...

The issue appears to be with the Skills data file. The Specialization is listed as "Sporting Rifles" when it in fact should be "Sports Rifles". The Specialization isn't being applied to your Dice Pool because the name of the Specialization isn't matching the Category of the Weapon exactly. If you change your Specialization to "Sports Rifles" instead, you should see the correct number. I'll put up the updated Skills file along with the Sim Dreams and Nightmares files shortly.
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Nebular
post Mar 16 2013, 07:32 PM
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QUOTE (SpellBinder @ Mar 10 2013, 03:07 PM) *
Noticed something with a cybered character with the Move-By-Wire system (Augmentation, page 40), and in reading the description of this piece of cyberware I don't think the bonus to Dodge is a skill modifier as it is listed simply as a bonus.

In the revised printing of Augmentation (I don't have my original print version handy), the description says that it applies "+1 to the character's Dodge skill rating", so it should be applied directly to the rating of the skill itself instead of being just a bonus to the pool.
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Nebular
post Mar 16 2013, 07:35 PM
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QUOTE (bannockburn @ Mar 12 2013, 06:41 AM) *
Attitude states in the sidebar on p.160 that only the armor weaves (Carbon-boron, Kevlar threading and Delta-Amyloid) can only be added to regular or the generic armor clothing from SR4a p.326. No such limitation exists for AR enhanced, Color changing and Natural fiber.
It would be nice to be able to add those to every piece of armor or clothing.

I'll make these changes to the Armor file and include them in the data update I'll be doing shortly.
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Nebular
post Mar 16 2013, 07:46 PM
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I've updated the data files to include the content from the new Sim Dreams and Nightmares sourcebook that was released the other day, along with the few data changes mentioned above.
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Nebular
post Mar 16 2013, 07:52 PM
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I was out of town for about a week on a somewhat short-notice vacation (okay, the conversation was Her: "Hey, do you want to go to Vegas?", Me: "*@#% yeah!", left a week later). Along with spending more time at my girlfriend's place where I only have my laptop and don't have my bug reporting system available (and less free time), things have been a little slow to progress. I'm hoping to address a few issues in the next little while (whenever that is). It's honestly getting difficult to find enough time to work on the application at the moment for two reasons: I simply have less free time these days, and I honestly haven't played the game in the 9 months since I've moved. Thankfully most of the change requests are relatively simple and don't require a ton of time, but I'm feeling like I'm still not giving this enough attention, so I'm sorry if things seem to be moving a little slowly right now.

I'm also beginning to entertain the idea of making this an open source project so that others can contribute if they'd like. It's not a definite thing yet, just a thought. If you'd like to take a look at the current source code (just checked it in with all of the data changes), you can grab it from the Google Code. You'll need a SubVersion client such as TortoiseSVN and either Visual C# Express 2010 (which you can get for free from Microsoft).
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bannockburn
post Mar 16 2013, 07:53 PM
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Your work is awesome, Nebular (IMG:style_emoticons/default/smile.gif)
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ShadowWalker
post Mar 16 2013, 10:30 PM
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Would you please add the Magic cost of Physical Adept powers to the character sheet. Would make figuring out what powers you have left when magic temporarily drops easier.
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Machine Ghost
post Mar 17 2013, 02:14 AM
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QUOTE (Nebular @ Mar 16 2013, 12:19 PM) *
This was an oversight on my part. I'm just in the process of updating the data files for the new Sim Dreams and Nightmares books so I'll correct Activesofts to exclude Magical Active and Resonance Active Skills while I'm at it.
Don't exclude Arcana from the Activesofts list. SM24 shows it as an awakened skill, but also notes that mundanes can learn it, and that some of the best spell formulators are mundanes or burnouts with no magical ability. That should make it valid for Activesofts.
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ScooterinAB
post Mar 17 2013, 07:56 PM
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A few things I've noticed. As mentioned earlier, you can't add onto modifications. Specifically, you cannot purchase any visual mods for an imaging scope. In the past, I've also had trouble finding the drug Asia (I'm not sure if this is fixed).

I'd also like to suggest (if possible) a way to have cyberware like the drone hand populate in the Drones and Vehicles tab. That, or a way to either discount items or to include money corrections. If a drone hand can't automatically populate in the Drones tab, I'd like to be able to include the actual drone for bookkeeping purposes, but without having to play for it again. This could also help in the meantime with hierarchy issues like not being able to add visual mods onto an imaging scope.
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ShadowWalker
post Mar 17 2013, 08:38 PM
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QUOTE (ScooterinAB @ Mar 17 2013, 02:56 PM) *
I'd also like to suggest (if possible) a way to have cyberware like the drone hand populate in the Drones and Vehicles tab. That, or a way to either discount items or to include money corrections. If a drone hand can't automatically populate in the Drones tab, I'd like to be able to include the actual drone for bookkeeping purposes, but without having to play for it again. This could also help in the meantime with hierarchy issues like not being able to add visual mods onto an imaging scope.


Once in Career Mode you can check "Free" on the drone and it won't cost a thing.
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Sengir
post Mar 17 2013, 09:57 PM
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QUOTE (Nebular @ Mar 16 2013, 08:52 PM) *
I'm also beginning to entertain the idea of making this an open source project so that others can contribute if they'd like. It's not a definite thing yet, just a thought. If you'd like to take a look at the current source code (just checked it in with all of the data changes), you can grab it from the Google Code. You'll need a SubVersion client such as TortoiseSVN and either Visual C# Express 2010 (which you can get for free from Microsoft).

I only get URL 'http://chummer.googlecode.com/svn/trunk/chummer-read-only' doesn't exist
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SpellBinder
post Mar 17 2013, 10:24 PM
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The description of the drone hand says to use the Aztechnology Crawler, with the exception that you cannot modify the drone beyond its sensor array. Got a character who has done this for one arm, and the drone in the vehicles list is named "Thing". I also found that in my personal list of custom vehicles that I did create a proper "Drone Hand" available for purchase (see below for why).

On a semi-related note, would it be possible to expand cyberware to the gear tab as well? It's always possible that someone's gonna... "salvage" cyber gear off of people to try and sell later, and what not. Could also include a transfer button to reflect implantation and/or removal of a cyberware component and still keeping it for whatever reason. Even in one of the shorts,

Also had a thought regarding firearms, particularly their ammo when ammo starts running tight. Could it be possible to add another button where you can empty the selected magazine back into the ammo pool without reloading it? There will come a time where a person is going to be so low on ammo they cannot reload to a full magazine and would like to consolidate ammo into as few guns as possible. I know there's a workaround by just firing off the magazine and re-adding the ammo as free, but an "Empty Magazine" button could help eliminate a few errors that could happen otherwise.
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Mantis
post Mar 18 2013, 05:30 AM
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QUOTE (ScooterinAB @ Mar 17 2013, 12:56 PM) *
A few things I've noticed. As mentioned earlier, you can't add onto modifications. Specifically, you cannot purchase any visual mods for an imaging scope. In the past, I've also had trouble finding the drug Asia (I'm not sure if this is fixed).

That is probably because you are spelling it wrong. It's called Aisa, not Asia. Notice the letters S and I are transposed.

On another note, how would one add the Body attribute for Intimidation when you take the Panzer Quality from Way of the Samurai? It replaces Charisma with Body for Intimidation tests.
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SpellBinder
post Mar 18 2013, 05:56 AM
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Yeah, had found that the Improvements tab has only one option about swapping Physical for Mental attributes, and it is locked into the Physical/Astral swap. As a workaround in the Improvement tab there's an option for a single Skill to get a pool modifier, and manually set the value at the difference between your BOD & CHA attributes.
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Mantis
post Mar 18 2013, 06:19 AM
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Thanks Spellbinder (IMG:style_emoticons/default/smile.gif) . I'd found that solution already but was hoping I just missed something more elegant. Request for Nebular to go along with all the others?

I also just noticed that the AK-97 Carbine, HK 227-X, HK MP-5TX, Ingram Smartgun X, Uzi III IV and the Sernopal vz/88V are listed with a Stock in Chummer but it should be a Folding Stock (pg 318, SR4A, pg 27 AR). In some cases a Removable Folding Stock but as there is no stats for such a thing, lets just leave it at Folding Stock.

EDIT: Add the Franchi SPAS-22, Colt Cobra (all models), SCK Model 100, Ingram SuperMach 100, Sandler TMP, AK-147 Carbine and HK 229-X to this list of folding stock equipped weapons.
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Sengir
post Mar 18 2013, 10:04 AM
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QUOTE (Sengir @ Mar 17 2013, 10:57 PM) *
I only get URL 'http://chummer.googlecode.com/svn/trunk/chummer-read-only' doesn't exist

OK, I'm stupid. The 'chummer-read-only' bit is obviously not part of the URL...
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