My Assistant
![]() ![]() |
Apr 19 2013, 10:52 AM
Post
#1801
|
|
|
Target ![]() Group: Members Posts: 6 Joined: 13-April 13 From: Montreal Member No.: 90,175 |
The grenade launcher does show its own dicepool in chummer, but not on the printed character sheet. It simply displays "Grenade", so we have to look at the minigrenade line to know the dicepool. I've updated Chummer, but it still uses the pistol dicepool for the minigrenade Forgot to mention: the weapon i'm using is the Colt M22A3 with the integrated underbarrel grenade launcher. Other grenade launchers display the proper dicepool on the printed sheet, but not this one |
|
|
|
Apr 19 2013, 07:59 PM
Post
#1802
|
|
|
Target ![]() Group: Members Posts: 6 Joined: 13-April 13 From: Montreal Member No.: 90,175 |
When you modified the Parashield Dart Pistol, you entered the skill as <useskill>Exotic Ranged Weapons</useskill> but the skill itself is <useskill>Exotic Ranged Weapon</useskill>
Please make the modification |
|
|
|
Apr 21 2013, 11:27 AM
Post
#1803
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,631 Joined: 22-April 12 From: somewhere far beyond sanity Member No.: 51,886 |
While playing around with a character that's initiated in creation (karma creation, obviously), I've noticed the following:
1) I gave the character the Adept quality 2) I went to the initiation tab to initiate once 3) I decided against making an adept and removed the quality => The karma expenditure for initiation was still present 4) Adding back the quality, the character was still uninitiated and there was no way to get the karma back. |
|
|
|
Apr 22 2013, 02:36 AM
Post
#1804
|
|
|
Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 |
The Victorinox Smart Staff (Pole Arm) should be set to use the Exotic Melee Weapon skill, not Clubs. Reference SR4a, page 122 on the skill.
|
|
|
|
Apr 25 2013, 03:51 AM
Post
#1805
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
When you modified the Parashield Dart Pistol, you entered the skill as <useskill>Exotic Ranged Weapons</useskill> but the skill itself is <useskill>Exotic Ranged Weapon</useskill> Please make the modification The Victorinox Smart Staff (Pole Arm) should be set to use the Exotic Melee Weapon skill, not Clubs. Reference SR4a, page 122 on the skill. Weapons data file has been updated to correct these. |
|
|
|
Apr 25 2013, 04:03 AM
Post
#1806
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
I'm having troubles getting a Custom Metatype file to work. I'm trying to create a new race for a player, I thought I'd go the Metatype route as opposed to adding a Metavariant because I wanted different Attribute ranges But I can't get custom files for either to show-up in Chummer. I also can't figure out how to use the XSD files. First thing to make sure is that the file name you're using is valid. The file should be called something like "custom_metatypes.xml" or "custom_Shaidar_metatypes.xml". What value do you have in the <source /> tag? If it's a code that you created, you'll need to create a matching entry for it in "custom_books.xml", then enable the new sourcebook in the Options window. The XSD files are used to ensure the XML files conform to structure that Chummer expects them to be in. You need to use an XML schema validator in order to do this, giving it both the XSD file (which defines how the file should look) and the XML file you want to validate. So metatypes.xsd can be used to validate any metatypes.xml file including custom ones. I personally use CoreFiling's XML Schema Validator and find it does a great job at highlightly exactly where issues are within the files. |
|
|
|
Apr 25 2013, 07:11 AM
Post
#1807
|
|
|
Moving Target ![]() ![]() Group: Members Posts: 221 Joined: 31-December 10 From: Tacoma, Washington Member No.: 19,262 |
I just got the custom_book.xml thing.
And it shows up in the Metatype selection area now. but generates an error. The validator says everything is good. |
|
|
|
Apr 25 2013, 08:46 AM
Post
#1808
|
|
|
Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 |
I think I've got it figured out for you in the thread you created. No need to worry, I expect.
|
|
|
|
Apr 25 2013, 02:05 PM
Post
#1809
|
|
|
Moving Target ![]() ![]() Group: Members Posts: 732 Joined: 5-April 08 From: Ottawa, Canada Member No.: 15,847 |
Hmm. That is something, though, I wonder if someone can play a free sprite. There's such things, right?
|
|
|
|
Apr 25 2013, 02:06 PM
Post
#1810
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,631 Joined: 22-April 12 From: somewhere far beyond sanity Member No.: 51,886 |
|
|
|
|
Apr 27 2013, 06:10 AM
Post
#1811
|
|
|
Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 |
Two things I noticed regarding cyberweapons. One, SR4a, page 344, all cyberguns are pre-equipped with smargun systems, but the weapons.xml file doesn't include this. Two, the cyberware grenade launcher is coded to accept accessories where all other cyberguns are not.
|
|
|
|
Apr 28 2013, 12:01 AM
Post
#1812
|
|
|
Moving Target ![]() ![]() Group: Members Posts: 266 Joined: 30-January 13 From: Tir Tairngire Member No.: 71,601 |
I'm having some issues getting an implanted headphone to display correctly. It's listing in the "cyberware" tab doesn't have any of the stats, and under the "Street Gear" tab it displays the Headware: Commlink, but with responce, signal, system, and firewall of 0.
How I specified which commlink was implanted was right clicking "Commlink" under the cyberware tab, clicking "add gear," and building the 'link that way. I don't seem to have the option to manipulate the listing under the "Gear" tab at all. |
|
|
|
Apr 28 2013, 12:22 AM
Post
#1813
|
|
|
Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 |
You'll have to delete what you built up under the Cyberware tab for the commlink and rebuild it in the Gear tab under the Headware: Commlink location. You'll have to start by creating the base commlink in the Selected Gear first, but when you've got at least your base commlink hardware started you can left-click and drag it down to the Headware: Commlink location and continue from there.
|
|
|
|
Apr 28 2013, 12:24 AM
Post
#1814
|
|
|
Moving Target ![]() ![]() Group: Members Posts: 266 Joined: 30-January 13 From: Tir Tairngire Member No.: 71,601 |
You'll have to delete what you built up under the Cyberware tab for the commlink and rebuild it in the Gear tab under the Headware: Commlink location. You'll have to start by creating the base commlink in the Selected Gear first, but when you've got at least your base commlink hardware started you can left-click and drag it down to the Headware: Commlink location and continue from there. Aha! I could have sworn I tried that already but, lo and behold, it worked. Thanks! |
|
|
|
Apr 29 2013, 02:02 AM
Post
#1815
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Build 472
|
|
|
|
Apr 29 2013, 12:51 PM
Post
#1816
|
|
|
Target ![]() Group: Members Posts: 16 Joined: 15-September 11 Member No.: 38,070 |
Any chance we will get the stuff from the "Rigger 4" April's fools book? Some of that is actually quite plausible and well done...
|
|
|
|
Apr 30 2013, 03:39 PM
Post
#1817
|
|
|
Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,113 Joined: 24-January 13 From: Here to Eternity Member No.: 70,521 |
Sorry Nebular, I did a quick search for Mentor Spirits and there have been a few mentions of it and you have fixed some, but I'm missing a way to add in my GM approved Mentor spirit with it's own bonus (copied from other existing ones) and drawbacks (free text so not important)
question though, I can't find a way to implement this in CHUMMER is there a way ? secondly, other than buying for free and duplicating the stats is there a way to get a weapon with "Additional Clip" to display both weapon stats for each Ammo ? clip one EX EX = 7P -2 AP Clip two Gel rnds = 5p 0 AP etc. .. Thanks again |
|
|
|
Apr 30 2013, 03:56 PM
Post
#1818
|
|
|
Moving Target ![]() ![]() Group: Members Posts: 266 Joined: 30-January 13 From: Tir Tairngire Member No.: 71,601 |
Speaking of multiple ammos, is it possible to combine tracers with something?
|
|
|
|
Apr 30 2013, 08:38 PM
Post
#1819
|
|
|
Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 |
Sorry Nebular, I did a quick search for Mentor Spirits and there have been a few mentions of it and you have fixed some, but I'm missing a way to add in my GM approved Mentor spirit with it's own bonus (copied from other existing ones) and drawbacks (free text so not important) question though, I can't find a way to implement this in CHUMMER is there a way ? You can copy the mentors.XML file, renamed as custom_mentors.XML, clean out all the extras and edit one mentor spirit entry to match the stats of your GM approved Mentor Spirit. QUOTE secondly, You can freely click the dropdown for "Current Ammo:" between the two magazines and the weapon's Damage & AP stats change accordingly (as long as said magazine is actually loaded with ammo). Chummer does track the differences between the two magazines, including remaining ammo.other than buying for free and duplicating the stats is there a way to get a weapon with "Additional Clip" to display both weapon stats for each Ammo ? clip one EX EX = 7P -2 AP Clip two Gel rnds = 5p 0 AP etc. .. Thanks again |
|
|
|
Apr 30 2013, 09:05 PM
Post
#1820
|
|
|
Target ![]() Group: Dumpshocked Posts: 56 Joined: 28-November 02 Member No.: 3,654 |
I apologize, in advance, if this questions has already been answered.
Is there any way to designate what spell is cast on a Sustaining Focus and therefore integrate the spell's particular effect, say Increase Reflexes for example? |
|
|
|
Apr 30 2013, 09:07 PM
Post
#1821
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,631 Joined: 22-April 12 From: somewhere far beyond sanity Member No.: 51,886 |
Not especially so, but you can create an Improvement under the corresponding tab when in career mode.
You can then activate or deactivate it at opportune moments (such as after casting the spell). |
|
|
|
May 1 2013, 01:39 AM
Post
#1822
|
|
|
Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 |
You can also create a note on the focus itself (right click focus > Notes).
|
|
|
|
May 2 2013, 01:36 AM
Post
#1823
|
|
|
Moving Target ![]() ![]() Group: Members Posts: 221 Joined: 31-December 10 From: Tacoma, Washington Member No.: 19,262 |
Sorry Nebular, I did a quick search for Mentor Spirits and there have been a few mentions of it and you have fixed some, but I'm missing a way to add in my GM approved Mentor spirit with it's own bonus (copied from other existing ones) and drawbacks (free text so not important) question though, I can't find a way to implement this in CHUMMER is there a way ? secondly, other than buying for free and duplicating the stats is there a way to get a weapon with "Additional Clip" to display both weapon stats for each Ammo ? clip one EX EX = 7P -2 AP Clip two Gel rnds = 5p 0 AP etc. .. Thanks again You need to create a Custom Data file to include the GM approved Custom Mentor Spirit. I recomend coping the mentor file in the data folder and editing one to be what you want. Don't forget to add a custom_book file for this data. |
|
|
|
May 2 2013, 01:37 PM
Post
#1824
|
|
|
Moving Target ![]() ![]() Group: Members Posts: 614 Joined: 27-September 12 Member No.: 56,316 |
Was helping one of my players create some full Milspec for his character, and I noticed a few issues with the armor suit capacities.
There are several enhancements that shouldn't take up capacity in the armor suits. Ruthenium Polymer Coating, Shock Frills, and Gel Packs are all explicitly shown as having a Capacity of "-" for amor suits according to the charts on Page 50 (for Gel Packs and Ruthenium Poly), and Page 44 (for Shock Frills) In my opinion, the YNT Softweave should probably not take up any capacity either as it is a modification to the base armor. Its cost is based on the armor and it changes the availability of the armor, so it couldn't be added as a modification post-production. I could almost see this being a checkbox when buying armor rather than an item you can add to it (simply because Chummer does the awesome job of showing the Threshold and Interval for the Availability Tests). When modifying regular armor, it gives the ability to add non-armor modifications (like sensors) to regular armor. I don't disagree with this, to a certain extent it makes sense. But I don't think the Rating 6 of say, a Microphone, should take up 6 modification slots in an Armor Vest. I know this part would be an optional rule, but would it be possible to add the option that gear added to regular armor (non amor suits) takes up the same number of modification slots as capacity for amor suits? This would override the modification = rating, but only for the "non-armor" modifications... |
|
|
|
May 2 2013, 07:53 PM
Post
#1825
|
|
|
Moving Target ![]() ![]() Group: Members Posts: 619 Joined: 12-October 12 From: Calgary, AB Member No.: 56,960 |
.. snip .. Yep, microphones and cameras take up slots equal to their rating, when it should be a single slot and the rating determines how many options can be added to microphone/camera. I have a similar complaint about the way drone sensor ratings get calculated. The final rating is the average of all of the included sensor ratings (for sensors with ratings, which uses the microphone and camera ratings. I think those should be treated as unrated sensors (like motion sensor), and again the rating only determines how many options can be added.When modifying regular armor, it gives the ability to add non-armor modifications (like sensors) to regular armor. I don't disagree with this, to a certain extent it makes sense. But I don't think the Rating 6 of say, a Microphone, should take up 6 modification slots in an Armor Vest. I know this part would be an optional rule, but would it be possible to add the option that gear added to regular armor (non amor suits) takes up the same number of modification slots as capacity for amor suits? This would override the modification = rating, but only for the "non-armor" modifications... The 'real' (non RAW) way to handle the armor, is to use slot(s) to add a sensor package (probably medium or large drone package), then add sensors to the package per it's limits. I've fudged that by adding a placeholder, then adding the items to the placeholder. As a minimum, that prevents the microphone rating from eating the slots. |
|
|
|
![]() ![]() |
|
Lo-Fi Version | Time is now: 13th April 2022 - 03:12 PM |
Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.