My Assistant
![]() ![]() |
Jun 22 2013, 07:40 PM
Post
#1951
|
|
|
Target ![]() Group: New Member Probation Posts: 4 Joined: 28-April 10 Member No.: 18,516 |
I have a problem. After upload new changes, chummer remove magic from 2 magician characters.
|
|
|
|
Jun 22 2013, 09:59 PM
Post
#1952
|
|
|
Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 |
I also still see the calculation issue of the Magic attribute for characters who enter Career Mode with reduced Essence.
|
|
|
|
Jun 23 2013, 12:54 AM
Post
#1953
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Aw crap. Could you email me one of the affected characters so I can see what's up? I'll put out an update as soon as I find a fix for it. (nebular@shaw.ca)
|
|
|
|
Jun 23 2013, 01:16 AM
Post
#1954
|
|
|
Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 |
Sent both the character base Create Mode file and subsequent Career Mode file for comparison.
|
|
|
|
Jun 23 2013, 01:32 AM
Post
#1955
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Taking a look at them now and don't seem to see an issue. MAG is still enabled for the character. Only noticeable difference is that the Create Mode one has 1 less point of MAG than the Career Mode one because of the Initiate Grade. Do you have the Essence loss only reduces MAG/RES maximum House Rule turned on? What exactly should I be looking for?
|
|
|
|
Jun 23 2013, 01:38 AM
Post
#1956
|
|
|
Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 |
No, the "Essence Loss only reduces MAG/RES maximum." is disabled. If it were enabled I'd have an extra 35 karma available for Create Mode and Career Mode would actually show Magic correctly at 7.
As it stands, both character files display a Magic of 6 even though the Career Mode has an "Attribute MAG 6 -> 7" in the Karma and Nuyen tab. Also note that the Magician/Adept split for being a Mystic Adept is 3/4 despite having a showing Magic of 6. Added: Also, the character is Initiated in Create Mode and does have an implant already that reduces Essence. |
|
|
|
Jun 23 2013, 02:44 AM
Post
#1957
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Ok, so based on all of that... From what I can see, Create Mode is showing the correct numbers. You're MAG 7 with an Essence Penalty of 1 which takes it down to 6, and the MAG split for Magician/Adept is 3/3.
It appears that Career Mode is incorrect because of how Create Mode saves MAG information when moving to Career Mode. It records MAG as 6 because that's what the final value will be after the ESS Penalty. When it moves over to Career Mode, it's taking the saved MAG value (6) and applies the ESS penalty to it, dragging it down to 5. The save to Career Mode needs to take the ESS Penalty into consideration and add it back since your MAG is really 7 but penalised down to 6. There's also the issue with the Magician/Adept split showing the incorrect value. It's going based on the character's maximum MAG instead of their actual MAG. (IMG:style_emoticons/default/nyahnyah.gif) Edit: Thankfully this can be easily fixed for existing characters that are showing this problem. Make a note of your current Essence Penalty. Undo any Karma Expenses you have for increasing MAG/RES, taking note of how many of these Expenses you have to undo. Save and close your character. Open the character in a text editor and find the line that reads <name>MAG</name> (this should be somewhere around line 145). Beneath it should be a field called <value>. Increase this number of its current value + your Essence Penalty + the number of MAG/RES Expenses you undid. So if you have a Essence Penalty of 1 and undid 1 Expense, you'd increase the current value by 2. Save the file, then re-open them in Chummer. Buy back any increases to MAG/RES as needed. If you have not made any Karma or Nuyen purchases with the character yet, your other option is to put the character back into Create Mode and use the next update I'm getting ready to push out. Edit the save file in a text editor and find the line that reads <created>True</created> (should be around line 35). Change "True" to "False". Save the file. Re-open the character using build 485 (next one coming up), then save the character for Career Mode again. This will set the actual values properly. |
|
|
|
Jun 23 2013, 03:14 AM
Post
#1958
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Build 485
|
|
|
|
Jun 23 2013, 06:05 AM
Post
#1959
|
|
|
Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 |
I did, however, notice something else related to the mess in Create Mode with Essence & Magic while I was testing things out here. In making a character file in Create Mode (karma generation), if implants were added before adding an Awakened quality the karma did not calculate correctly, but if implants were added after adding an Awakened quality the karma did calculate like it was supposed to (the Essence & max MAG/RES house rule is still disabled in all of this). Process 1: Add Magician quality, set Magic to 4, add Bone Lacing (4) = Special Attributes: 100 karma Process 2: Add Bone Lacing (4), add Magician quality, set Magic to 4 = Special Attributes: 45 karma Note, this held true with the Technomancer quality as well. Also, when the karma count is off like in Process 2, if all implants were removed afterwards, the karma calculation for MAG/RES got skewed (Magic 1, 0 karma; Magic 2, 5 karma instead of 10, etc.). On the plus side, if the Awakened quality and all implants are removed the karma calculation is once again straightened out, provided the order is like Process 1. Saving & re-loading a character file did not correct this. Oh, by the way, the Mystic's Magician/Adept split wasn't an issue at all. At least as far as I figured. Aside from the penalized display of the Magic attribute in the character I sent you (and the subsequent screw up of what Chummer thought the actual maximum Magic was supposed to be), everything else related to Magic was calculated as if it were correct. I believe the actual version I last saved that character with showed the Magic attribute correctly at that time. Added Much Later: In recreating a character, I hit the exact same snag again. Files will be in your e-mail. |
|
|
|
Jun 23 2013, 01:45 PM
Post
#1960
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Gah! This has to do with the "fix" I made for Latent Qualities where you get access to MAG in Career Mode and already have a reduced ESS. It's recording the character's ESS when they gain access to MAG/RES and calculating penalties from in both modes instead of only doing it in Career Mode. (IMG:style_emoticons/default/nyahnyah.gif) Luckily an easy fix. Have one up shortly.
|
|
|
|
Jun 23 2013, 01:52 PM
Post
#1961
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Build 486
|
|
|
|
Jun 23 2013, 05:32 PM
Post
#1962
|
|
|
Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 |
Almost got it. At this time, if anyone is making an awakened/emergent character with implants I suggest that you add the necessary qualities AFTER adding your implants.
I've sent you two more test files, Nebular, so you can hopefully see what I'm seeing. Added: Removed and reapplied the Adept quality to an older character file, and it worked just fine. Tried the same with a Mystic Adept, and it failed. Gonna try some more testing... Further Added: Found my issue. Adding an awakened/emergent quality after implants works insofar as you DON'T RELOAD the character file while still in Create Mode before transitioning to Career Mode. My issue arose when I forgot to apply a tradition for my Mystic Adept, and then had a karma calculation error. I closed and reloaded the character creation file and the karma calculation cleared up, but then the Magic/Essence issue showed up again once I moved on to Career Mode. More Added: Sorry to pile this on, but came across something more in recreating a bio-adept I hit a new issue. The karma cost of increasing the Magic attribute while in Career Mode was still being adjusted for the Essence loss. Also found something weird; in doing the Re-Apply Improvements in a test on this same character, the Magic attribute jumped. In addition, in Initiating the character, the Power Points total went up as if the character's Magic was not being penalized. |
|
|
|
Jun 24 2013, 03:57 AM
Post
#1963
|
|
|
Target ![]() Group: Members Posts: 46 Joined: 18-February 09 From: Earth Member No.: 16,893 |
I was just in the process of buying gear for a new character i have been tinkering with when i noticed that there were only 2 thrown weapons in the catagory (net and boomerang) while the rest were absent. Could there be something wrong with my pdf to cause the program to forget to add the others or are they not part of chummer?
|
|
|
|
Jun 24 2013, 04:07 AM
Post
#1964
|
|
|
Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 |
Those two are the only weapons that are exclusively throwing weapons as such. Other weapons like daggers, knives, and spears, can be thrown even though they're not in that category. Such weapons are actually lacking the code to give them range values, now that I look at them.
Grenades are purchased as ammo in the Gear tab, and will show up as throwable weapons in the Weapons tab. |
|
|
|
Jun 24 2013, 04:50 AM
Post
#1965
|
|
|
Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,473 Joined: 24-May 10 From: Beijing Member No.: 18,611 |
For some weapons, the ammo capacity is listed as two different values: for instance, the Stoner-Ares M202 MMG has a ammo capacity of: 50(clip) or 100(belt). It doesn't seem there is an option to purchase this gun with one capacity or the other. The ammo remaining for the "Reload" action always is set to 50.
Is there a way to have guns like this use the "optional" ammo capacity, so that the gun reloads with the 100(belt) capacity? |
|
|
|
Jun 24 2013, 05:10 AM
Post
#1966
|
|
|
Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 |
Not that I know of. It would be nice, particularly for vehicle mounted and belt-fed weapons that can go up to 250 rounds. In that case I just leave the rest of the capable ammo on the vehicle, but I know that's not going to work for a character's handheld guns.
|
|
|
|
Jun 24 2013, 04:50 PM
Post
#1967
|
|
|
Target ![]() Group: Members Posts: 4 Joined: 23-June 13 Member No.: 115,844 |
Since the last update, every Mage/Adept Character lost all his magic attributs and skills, after I saved them.
|
|
|
|
Jun 24 2013, 08:44 PM
Post
#1968
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Build 487
|
|
|
|
Jun 24 2013, 08:47 PM
Post
#1969
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
For some weapons, the ammo capacity is listed as two different values: for instance, the Stoner-Ares M202 MMG has a ammo capacity of: 50(clip) or 100(belt). It doesn't seem there is an option to purchase this gun with one capacity or the other. The ammo remaining for the "Reload" action always is set to 50. Is there a way to have guns like this use the "optional" ammo capacity, so that the gun reloads with the 100(belt) capacity? When you reload any of the Weapons that have multiple capacities, the Reload Window should open and have two dropdown lists. One to select the Ammo type and one to select the Quantity. The Qty one will list the different capacities the Weapons can use: in this case, there should be one entry for 50 and another for 100. Clicking OK will reload the Weapon with the specified number of rounds. |
|
|
|
Jun 24 2013, 08:49 PM
Post
#1970
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Since the last update, every Mage/Adept Character lost all his magic attributs and skills, after I saved them. That's really weird. Do the characters in question have an Essence Penalties because of Cyberware/Bioware implants? I've been trying to get this nailed down for characters that get MAG/RES after starting their career thanks to Latent Qualities and it's proving to be a real pain in the butt. (IMG:style_emoticons/default/smile.gif) I just put out an update to try and correct some of this. Try loading one of the character again and see how that goes. If you still have an issue, could you email me one of the characters so I can see what's going on? (nebular@shaw.ca) |
|
|
|
Jun 24 2013, 08:55 PM
Post
#1971
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Further Added: Found my issue. Adding an awakened/emergent quality after implants works insofar as you DON'T RELOAD the character file while still in Create Mode before transitioning to Career Mode. My issue arose when I forgot to apply a tradition for my Mystic Adept, and then had a karma calculation error. I closed and reloaded the character creation file and the karma calculation cleared up, but then the Magic/Essence issue showed up again once I moved on to Career Mode. I believe the update I just put out corrects this. I was calculating this in the wrong place where something like this could happen. Hopefully this update fixes that. More Added: Sorry to pile this on, but came across something more in recreating a bio-adept I hit a new issue. The karma cost of increasing the Magic attribute while in Career Mode was still being adjusted for the Essence loss. Also found something weird; in doing the Re-Apply Improvements in a test on this same character, the Magic attribute jumped. In addition, in Initiating the character, the Power Points total went up as if the character's Magic was not being penalized. This, from my understanding, is how it should be done. If I recall, there was a rather lengthy talk about this in the old thread. In Create Mode, say you wanted a total MAG of 4. You put MAG at 4 then buy a piece of 'ware that gives you an Essence Penalty of 1. In order to keep your MAG at 4, you need to purchase MAG 5 because of the Essence Penalty drags it down to an effective MAG 4. So you're MAG 5 reduced to 4. In Career Mode, when you go to purchase your next point of MAG, you'll actually be purchasing MAG 6. |
|
|
|
Jun 24 2013, 09:13 PM
Post
#1972
|
|
|
Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 |
Interesting. And I was told otherwise in another thread when I mentioned penalizing players in karma costs for raising Magic/Resonance after creation when they had a reduced Essence.
Added: Yeah, found the thread: http://forums.dumpshock.com/index.php?show...t&p=1163660 Also, if the character is a latent awakening, Chummer doesn't adjust the cost of increasing Magic for reduced Essence. I've got a character concept I've been working on who's at 2.# Essence and awakens in Career Mode. Going from Magic 1 to Magic 2 costs 10 karma according to Chummer, not 30. Extra: Just did a quick test on an Adept with Essence 4.# & Magic 4 in Create Mode, but Magic 2 once in Career. Barring karma costs everything calculates like the character's magic is 4. |
|
|
|
Jun 25 2013, 02:39 AM
Post
#1973
|
|
|
Target ![]() Group: Members Posts: 4 Joined: 23-June 13 Member No.: 115,844 |
That's really weird. Do the characters in question have an Essence Penalties because of Cyberware/Bioware implants? I've been trying to get this nailed down for characters that get MAG/RES after starting their career thanks to Latent Qualities and it's proving to be a real pain in the butt. (IMG:style_emoticons/default/smile.gif) I just put out an update to try and correct some of this. Try loading one of the character again and see how that goes. If you still have an issue, could you email me one of the characters so I can see what's going on? (nebular@shaw.ca) The Adepts have some Bioware, but the full Mages not. I have loaded the update, but the magic is still gone. |
|
|
|
Jun 25 2013, 04:11 AM
Post
#1974
|
|
|
Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,473 Joined: 24-May 10 From: Beijing Member No.: 18,611 |
When you reload any of the Weapons that have multiple capacities, the Reload Window should open and have two dropdown lists. One to select the Ammo type and one to select the Quantity. The Qty one will list the different capacities the Weapons can use: in this case, there should be one entry for 50 and another for 100. Clicking OK will reload the Weapon with the specified number of rounds. Awesome! Sorry I missed that. Thanks for the help (IMG:style_emoticons/default/smile.gif) |
|
|
|
Jun 25 2013, 04:16 AM
Post
#1975
|
|
|
Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 |
When you reload any of the Weapons that have multiple capacities, the Reload Window should open and have two dropdown lists. One to select the Ammo type and one to select the Quantity. The Qty one will list the different capacities the Weapons can use: in this case, there should be one entry for 50 and another for 100. Clicking OK will reload the Weapon with the specified number of rounds. Any chance to get Chummer to recognize "belt" as 250, or are those machineguns going to have to be recoded?
|
|
|
|
![]() ![]() |
|
Lo-Fi Version | Time is now: 13th April 2022 - 01:14 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.