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> Chummer Character Generator, Thread #2
gendo
post Jun 22 2013, 07:40 PM
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I have a problem. After upload new changes, chummer remove magic from 2 magician characters.
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SpellBinder
post Jun 22 2013, 09:59 PM
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I also still see the calculation issue of the Magic attribute for characters who enter Career Mode with reduced Essence.
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Nebular
post Jun 23 2013, 12:54 AM
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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)
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SpellBinder
post Jun 23 2013, 01:16 AM
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Sent both the character base Create Mode file and subsequent Career Mode file for comparison.
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Nebular
post Jun 23 2013, 01:32 AM
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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?
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SpellBinder
post Jun 23 2013, 01:38 AM
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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.
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Nebular
post Jun 23 2013, 02:44 AM
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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.
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Nebular
post Jun 23 2013, 03:14 AM
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Build 485
  • fixed an issue where MAG/RES values are not saved correctly if the character has an Essence Penalty when moving to Career Mode
  • fixed an issue in Career Mode where the Magician/Adept MAG split was calculated based on Maximum MAG instead of actual MAG
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SpellBinder
post Jun 23 2013, 06:05 AM
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Had to relaunch Chummer a few times, but I'm seeing it's working with fresh characters. It won't be a problem to recreate the characters from scratch (it's only 2 I have to deal with, anyway).

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.
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Nebular
post Jun 23 2013, 01:45 PM
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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.
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Nebular
post Jun 23 2013, 01:52 PM
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Build 486
  • Essence value when access to MAG/RES is gained is now only recorded in Career Mode as intended
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SpellBinder
post Jun 23 2013, 05:32 PM
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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.
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The Overlord
post Jun 24 2013, 03:57 AM
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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?
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SpellBinder
post Jun 24 2013, 04:07 AM
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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.
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phlapjack77
post Jun 24 2013, 04:50 AM
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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?
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SpellBinder
post Jun 24 2013, 05:10 AM
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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.
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Urherion
post Jun 24 2013, 04:50 PM
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Since the last update, every Mage/Adept Character lost all his magic attributs and skills, after I saved them.
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Nebular
post Jun 24 2013, 08:44 PM
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Build 487
  • changed when MAG/RES value is calculated when saving to Career Mode to hopefully get this working properly
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Nebular
post Jun 24 2013, 08:47 PM
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QUOTE (phlapjack77 @ Jun 23 2013, 10:50 PM) *
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.
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Nebular
post Jun 24 2013, 08:49 PM
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QUOTE (Urherion @ Jun 24 2013, 10:50 AM) *
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)
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Nebular
post Jun 24 2013, 08:55 PM
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QUOTE (SpellBinder @ Jun 23 2013, 11:32 AM) *
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.

QUOTE (SpellBinder @ Jun 23 2013, 11:32 AM) *
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.
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SpellBinder
post Jun 24 2013, 09:13 PM
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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.
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Urherion
post Jun 25 2013, 02:39 AM
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QUOTE (Nebular @ Jun 24 2013, 10:49 PM) *
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.
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phlapjack77
post Jun 25 2013, 04:11 AM
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QUOTE (Nebular @ Jun 25 2013, 04:47 AM) *
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)
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SpellBinder
post Jun 25 2013, 04:16 AM
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QUOTE (Nebular @ Jun 24 2013, 01:47 PM) *
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?
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