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> Chummer Character Generator, Thread #2
fmatte
post Apr 19 2013, 10:52 AM
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QUOTE (fmatte @ Apr 19 2013, 05:32 AM) *
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
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fmatte
post Apr 19 2013, 07:59 PM
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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
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bannockburn
post Apr 21 2013, 11:27 AM
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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.
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SpellBinder
post Apr 22 2013, 02:36 AM
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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.
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Nebular
post Apr 25 2013, 03:51 AM
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QUOTE (fmatte @ Apr 19 2013, 01:59 PM) *
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
QUOTE (SpellBinder @ Apr 21 2013, 08:36 PM) *
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.
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Nebular
post Apr 25 2013, 04:03 AM
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QUOTE (Shaidar @ Apr 18 2013, 09:49 PM) *
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.
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Shaidar
post Apr 25 2013, 07:11 AM
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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.
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SpellBinder
post Apr 25 2013, 08:46 AM
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I think I've got it figured out for you in the thread you created. No need to worry, I expect.
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Tashiro
post Apr 25 2013, 02:05 PM
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Hmm. That is something, though, I wonder if someone can play a free sprite. There's such things, right?
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bannockburn
post Apr 25 2013, 02:06 PM
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QUOTE (Tashiro @ Apr 25 2013, 04:05 PM) *
Hmm. That is something, though, I wonder if someone can play a free sprite. There's such things, right?

Nope. Only AIs
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SpellBinder
post Apr 27 2013, 06:10 AM
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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.
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O'Ryan
post Apr 28 2013, 12:01 AM
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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.
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SpellBinder
post Apr 28 2013, 12:22 AM
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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.
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O'Ryan
post Apr 28 2013, 12:24 AM
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QUOTE (SpellBinder @ Apr 27 2013, 04:22 PM) *
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!
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Nebular
post Apr 29 2013, 02:02 AM
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Build 472
  • save files now include <gameedition /> to indicate which edition of Shadowrun they are for
  • <gameedition /> is now checked when loading a save file to ensure the edition of Chummer and the save file match
  • fixed an issue where a failed roll with 0 Hits and not enough 1s to cause a Glitch would incorrectly show a Glitch
  • fixed an issue where increasing the quantity of Ammo using the Qty + button or the Buy Additional Ammo button would incorrectly multiply the total cost of the purchase
  • fixed an issue where removing an item that gave the character access to the Initiation/Submersion tab in Create Mode would not properly refund the cost of any Initiation/Submersion Grades that were purchased
  • Underbarrel Weapons now show their Dice Pools on the SR4 character sheet
New Strings
  • Message_IncorrectGameVersion_SR4
  • Message_IncorrectGameVersion_SR5
  • MessageTitle_IncorrectGameVersion
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Valnar
post Apr 29 2013, 12:51 PM
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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...
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Mach_Ten
post Apr 30 2013, 03:39 PM
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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
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O'Ryan
post Apr 30 2013, 03:56 PM
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Speaking of multiple ammos, is it possible to combine tracers with something?
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SpellBinder
post Apr 30 2013, 08:38 PM
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QUOTE (Mach_Ten @ Apr 30 2013, 08:39 AM) *
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,

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 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.
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Black Mamba
post Apr 30 2013, 09:05 PM
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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?
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bannockburn
post Apr 30 2013, 09:07 PM
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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).
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SpellBinder
post May 1 2013, 01:39 AM
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You can also create a note on the focus itself (right click focus > Notes).
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Shaidar
post May 2 2013, 01:36 AM
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QUOTE (Mach_Ten @ Apr 30 2013, 07:39 AM) *
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.
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Kiirnodel
post May 2 2013, 01:37 PM
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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...
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Machine Ghost
post May 2 2013, 07:53 PM
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QUOTE (Kiirnodel @ May 2 2013, 06:37 AM) *
.. snip ..
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...
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.

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.
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