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> Chummer Character Generator, Thread #2
Zinyadu
post Jun 29 2013, 11:53 AM
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QUOTE (tasti man LH @ Jun 29 2013, 10:13 AM) *
So minor little error I stumbled on (and no, its not a coding error).

The pixie build is listed as having the Vanishing power (Running Wild, p. 215). This is incorrect. The pixie SHOULD have the Vanish weakness (Runner's Companion, p. 85)

Easy to miss, I know, but can't have people getting pixies just because they can vanish into another plane of existence and not get hit by any kind of attack, now can we?


My chummer shows it as weakness RC 85.
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Zinyadu
post Jun 29 2013, 12:13 PM
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I further traced my problem with magic and essence.

Creating and saving a character creates the datafile with
line12: <essenceatspecialstart>6,0</essenceatspecialstart>

Adding the magician quality and saving cause no change to this.

But after reloading the character at this point chummer displays a cost for specialattibutes of 7695 karma for magic.
Actual magicrating is 1.

Saving the character now changes the datafile line12:
<essenceatspecialstart>60</essenceatspecialstart>

So the karmacost for magic is calculated correctly due to a loss of 54 essence down to 6.

Editing the datafile changing line12 solves the problem:
<essenceatspecialstart>6</essenceatspecialstart>
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wilcoxon
post Jun 29 2013, 02:53 PM
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QUOTE (Zinyadu @ Jun 29 2013, 08:13 AM) *
I further traced my problem with magic and essence.

Creating and saving a character creates the datafile with
line12: <essenceatspecialstart>6,0</essenceatspecialstart>

Adding the magician quality and saving cause no change to this.

But after reloading the character at this point chummer displays a cost for specialattibutes of 7695 karma for magic.
Actual magicrating is 1.

Saving the character now changes the datafile line12:
<essenceatspecialstart>60</essenceatspecialstart>

So the karmacost for magic is calculated correctly due to a loss of 54 essence down to 6.

Editing the datafile changing line12 solves the problem:
<essenceatspecialstart>6</essenceatspecialstart>


Looks to me like Chummer is saving using locale settings for numeric separators (6,0 rather than 6.0) but it then parses the save using strictly US numeric separators (so 6,0 = 60).
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Machine Ghost
post Jun 29 2013, 07:22 PM
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QUOTE (Zinyadu @ Jun 29 2013, 06:13 AM) *
I further traced my problem with magic and essence.

Creating and saving a character creates the datafile with
line12: <essenceatspecialstart>6,0</essenceatspecialstart>

Adding the magician quality and saving cause no change to this.

But after reloading the character at this point chummer displays a cost for specialattibutes of 7695 karma for magic.
Actual magicrating is 1.

Saving the character now changes the datafile line12:
<essenceatspecialstart>60</essenceatspecialstart>

So the karmacost for magic is calculated correctly due to a loss of 54 essence down to 6.

Editing the datafile changing line12 solves the problem:
<essenceatspecialstart>6</essenceatspecialstart>

What version of Chummer are you using here?

Build 488 description says it fixes that. Unless there is more than one code section using that locale based numeric logic.
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Zinyadu
post Jun 30 2013, 02:03 AM
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QUOTE (Machine Ghost @ Jun 29 2013, 09:22 PM) *
What version of Chummer are you using here?

Build 488 description says it fixes that. Unless there is more than one code section using that locale based numeric logic.

Build 489
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tasti man LH
post Jun 30 2013, 09:05 AM
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QUOTE (Zinyadu @ Jun 29 2013, 03:53 AM) *
My chummer shows it as weakness RC 85.

Ok, I went back and looked at my Chummer; it turns out that mine had the Vanish weakness just fine with pixies.

So either a.) my player was working off an older build of Chummer and didn't update or b.) he was fucking with me and swapped the weakness for the power when I wasn't looking.
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Machine Ghost
post Jun 30 2013, 09:10 AM
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QUOTE (tasti man LH @ Jun 30 2013, 03:05 AM) *
Ok, I went back and looked at my Chummer; it turns out that mine had the Vanish weakness just fine with pixies.

So either a.) my player was working off an older build of Chummer and didn't update or b.) he was fucking with me and swapped the weakness for the power when I wasn't looking.
Or one of the language specific files has it wrong?
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tasti man LH
post Jul 1 2013, 03:57 AM
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...why would the language files have it wrong?

And yeah, it turns out my player was working off an older build of Chummer, and apparently didn't know that Chummer even had updates. So, problem solved.

Nothing to see here!!!
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Machine Ghost
post Jul 1 2013, 06:49 AM
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QUOTE (tasti man LH @ Jun 30 2013, 09:57 PM) *
...why would the language files have it wrong?

And yeah, it turns out my player was working off an older build of Chummer, and apparently didn't know that Chummer even had updates. So, problem solved.

Nothing to see here!!!
Any information that is stored in a file specific to a language could have a copy paste error, so the data is wrong only there. I have not checked which data exists in the language files versus common to the application itself. That was just a general comment to make sure that what is being compared is really the same thing. In this case, the difference was the application version.
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Fyndhal
post Jul 4 2013, 12:25 AM
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Had an unhandled exception pop up while messing wround with a character this evening.

I added "The Basics" PACK to a character, and when I then moused over the Fake Sin, I got the following error:

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentOutOfRangeException: Value of '0' is not valid for 'Value'. 'Value' should be between 'Minimum' and 'Maximum'.
Parameter name: Value
at System.Windows.Forms.NumericUpDown.set_Value(Decimal value)
at Chummer.frmCreate.RefreshSelectedGear()
at Chummer.frmCreate.treGear_AfterSelect(Object sender, TreeViewEventArgs e)
at System.Windows.Forms.TreeView.OnAfterSelect(TreeViewEventArgs e)
at System.Windows.Forms.TreeView.TvnSelected(NMTREEVIEW* nmtv)
at System.Windows.Forms.TreeView.WmNotify(Message& m)
at System.Windows.Forms.TreeView.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.296 (RTMGDR.030319-2900)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Chummer
Assembly Version: 0.0.0.489
Win32 Version: 0.0.0.489
CodeBase: file:///C:/Users/Floyd/PNP%20Games/Chummer/Chummer.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1002 built by: RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1001 built by: RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1001 built by: RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.233 built by: RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.233 built by: RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Data.SqlXml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Data.SqlXml/v4.0_4.0.0.0__b77a5c561934e089/System.Data.SqlXml.dll
----------------------------------------
System.Xml.Xsl.CompiledQuery.1
Assembly Version: 0.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Data.SqlXml/v4.0_4.0.0.0__b77a5c561934e089/System.Data.SqlXml.dll
----------------------------------------
Microsoft.mshtml
Assembly Version: 7.0.3300.0
Win32 Version: 7.0.3300.0
CodeBase: file:///C:/Windows/assembly/GAC/Microsoft.mshtml/7.0.3300.0__b03f5f7f11d50a3a/Microsoft.mshtml.dll
----------------------------------------
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Machine Ghost
post Jul 5 2013, 09:49 PM
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Here is a sequence to demonstrate a glitch/bug.

Environment Windows 7 64 bit, Chummer 489

With a weapon carrying drone, click on the weapon entry. I clicked the minus to hide the weapon modifications. That shows and enables the Ammo Remaining, Fire!, Reload information and options. Click another entry in the same drone. I used Touch Sensors. Now the ammo and options still appear to be active, but Fire gives an out of ammo message, and reload gets an exception about reference not set to an instance of an object.

I did a bit more exploring. Clicking another drone, that does not have a weapon still leaves the controls for the previous drone weapon filled in and apparently active.
Clicking a modification entry for the weapon leaves the weapon information visible, but disables the controls.

Looks like the weapon information needs to be cleared when clicking away from the weapon. Or at least controls disabled, and cleared if clicking away from the drone.

Base drone was a Ford LEBD-1 with an Ares Alpha mounted.
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A Feast For Rave...
post Jul 6 2013, 12:45 AM
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Have been using Chummer for some time, awesome tool thank you, have had a computer crash, am trying to reassemble characters, noticed the Add Armour Bundle button thought it would save me time. Used said button but can't seem to do anything TO the armour bundle once it is created/added and can't find a help topic either on the forum here or on the wiki wondered how and in fact if it was a working feature?

On a slightly related issue armour with Strength Upgrade is suppose to be able to boost Str above metahuman max but the program still tops out at (9) for a human and I think it tops for all Metas I know it does for an Orc.
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Videospirit
post Jul 6 2013, 03:44 PM
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Using this program for the first time, I Noticed a few peculiarities. The increased Cylinder weapon mod adds a second 8 round chamber to the gun in addition to the 6 round cylinder, rather than replacing the 6 round with the 8.

And I couldn't find any way to use the agility from a cyberarm for a one handed weapon's dice pool.
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Flaser
post Jul 6 2013, 04:46 PM
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Recently me and my players have switched to karma-gen, and we encountered a bug with the "Karma Build: Free Knowledge Skills like BP Build" option.

The problem is that knowledge skills bought by karma instead the free points, seem to have wonky karma costs:

--> Rating 1, 4 karma, 04 total karma spent
--> Rating 2, 4 karma, 08 total karma spent
--> Rating 3, 3 karma, 11 total karma spent
--> Rating 4, 4 karma, 15 total karma spent
--> Rating 5, 5 karma, 20 total karma spent
--> Rating 6, 6 karma, 26 total karma spent

Seems like Rating 1 and Rating 2 are not correctly calculated, costing players 2x what they should be playing.

EDIT: Tried with another char-sheet, here the cost of a new skill started at 15 karma, then 3 karma, then it was OK.
What's going on, is there some rule about how Free points can be distributed (hence the sudden "tax" when you run out of them), or smg? Granted this is a tweak, but knowING how the program actually handles it could clean things up.
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SpellBinder
post Jul 6 2013, 05:59 PM
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QUOTE (Videospirit @ Jul 6 2013, 08:44 AM) *
...

And I couldn't find any way to use the agility from a cyberarm for a one handed weapon's dice pool.
Currently Chummer doesn't distinguish the Agility of one limb over another. It just averages between your natural Agility, Body, & Strength and any full cyberlimbs you've got.

QUOTE (Flaser @ Jul 6 2013, 09:46 AM) *
Recently me and my players have switched to karma-gen, and we encountered a bug with the "Karma Build: Free Knowledge Skills like BP Build" option.

The problem is that knowledge skills bought by karma instead the free points, seem to have wonky karma costs:

[snip]

Seems like Rating 1 and Rating 2 are not correctly calculated, costing players 2x what they should be playing.

EDIT: Tried with another char-sheet, here the cost of a new skill started at 15 karma, then 3 karma, then it was OK.
What's going on, is there some rule about how Free points can be distributed (hence the sudden "tax" when you run out of them), or smg? Granted this is a tweak, but knowING how the program actually handles it could clean things up.
It's how Chummer handles the free Knowledge skill points in a karma built when you exceed how many free points you get. It calculates the free points to be evenly distributed between all of your knowledge skills. So if you've got 18 knowledge skill points spread evenly between six skills at a rating of 3, when you add a new knowledge skill at rating 1 it's going to cost 3 karma as that first rating point is counted as a free point and you're paying karma for one of your other knowledge skills to be at 3. If you improve this seventh skill to rating 3 it should cost 9 karma total.
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Tariq
post Jul 7 2013, 05:34 PM
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First of all, many thanks, Nebular, for this awesome work! To me, itīs the best RP character program ever (IMG:style_emoticons/default/biggrin.gif) Love it!

Unfortunately, I encouter the same problem as Urherion:

QUOTE (Urherion @ Jun 24 2013, 06:50 PM) *
Since the last update, every Mage/Adept Character lost all his magic attributs and skills, after I saved them.


Canīt open any character with "Magic". I get an error-report and canīt even close Chummer any more. Need to go to the task-manager.
Hereīs the error (sorry for the German parts, but the essential parts should be understandable ^^):

************** Ausnahmetext **************
System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
bei Chummer.frmCareer.objGroup_RatingChanged(Object sender)
bei Chummer.SkillGroupControl.nudSkill_ValueChanged(Object sender, EventArgs e)
bei System.Windows.Forms.NumericUpDown.OnValueChanged(EventArgs e)
bei System.Windows.Forms.NumericUpDown.set_Value(Decimal value)
bei Chummer.SkillGroupControl.set_GroupRating(Int32 value)
bei Chummer.frmCareer.frmCareer_Load(Object sender, EventArgs e)
bei System.Windows.Forms.Form.OnLoad(EventArgs e)
bei System.Windows.Forms.Form.OnCreateControl()
bei System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
bei System.Windows.Forms.Control.CreateControl()
bei System.Windows.Forms.Control.WmShowWindow(Message& m)
bei System.Windows.Forms.Control.WndProc(Message& m)
bei System.Windows.Forms.ScrollableControl.WndProc(Message& m)
bei System.Windows.Forms.Form.WmShowWindow(Message& m)
bei System.Windows.Forms.Form.WndProc(Message& m)
bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Geladene Assemblys **************
mscorlib
Assembly-Version: 4.0.0.0.
Win32-Version: 4.0.30319.586 (RTMLDR.030319-5800).
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll.
----------------------------------------
Chummer
Assembly-Version: 0.0.0.489.
Win32-Version: 0.0.0.489.
CodeBase: file:///F:/Shadowrun/Generator/Chummer.exe.
----------------------------------------
System.Windows.Forms
Assembly-Version: 4.0.0.0.
Win32-Version: 4.0.30319.2003 built by: RTMLDR.
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll.
----------------------------------------
System.Drawing
Assembly-Version: 4.0.0.0.
Win32-Version: 4.0.30319.2001 built by: RTMLDR.
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll.
----------------------------------------
System
Assembly-Version: 4.0.0.0.
Win32-Version: 4.0.30319.2001 built by: RTMLDR.
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll.
----------------------------------------
System.Xml
Assembly-Version: 4.0.0.0.
Win32-Version: 4.0.30319.450 built by: RTMLDR.
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll.
----------------------------------------
mscorlib.resources
Assembly-Version: 4.0.0.0.
Win32-Version: 4.0.30319.1 (RTMRel.030319-0100).
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/mscorlib.resources/v4.0_4.0.0.0_de_b77a5c561934e089/mscorlib.resources.dll.
----------------------------------------
System.Core
Assembly-Version: 4.0.0.0.
Win32-Version: 4.0.30319.450 built by: RTMLDR.
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll.
----------------------------------------
System.Windows.Forms.resources
Assembly-Version: 4.0.0.0.
Win32-Version: 4.0.30319.1 built by: RTMRel.
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms.resources/v4.0_4.0.0.0_de_b77a5c561934e089/System.Windows.Forms.resources.dll.
----------------------------------------
System.resources
Assembly-Version: 4.0.0.0.
Win32-Version: 4.0.30319.1 built by: RTMRel.
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.resources/v4.0_4.0.0.0_de_b77a5c561934e089/System.resources.dll.
----------------------------------------
System.Configuration
Assembly-Version: 4.0.0.0.
Win32-Version: 4.0.30319.1 (RTMRel.030319-0100).
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll.
----------------------------------------
System.Windows.Forms.DataVisualization
Assembly-Version: 4.0.0.0.
Win32-Version: 4.0.30319.1.
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms.DataVisualization/v4.0_4.0.0.0__31bf3856ad364e35/System.Windows.Forms.DataVisualization.dll.
----------------------------------------
System.Windows.Forms.DataVisualization.resources
Assembly-Version: 4.0.0.0.
Win32-Version: 4.0.30319.1.
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms.DataVisualization.resources/v4.0_4.0.0.0_de_31bf3856ad364e35/System.Windows.Forms.DataVisualization.resources.dll.
----------------------------------------

************** JIT-Debuggen **************
Um das JIT-Debuggen (Just-In-Time) zu aktivieren, muss in der
Konfigurationsdatei der Anwendung oder des Computers
(machine.config) der jitDebugging-Wert im Abschnitt system.windows.forms festgelegt werden.
Die Anwendung muss mit aktiviertem Debuggen kompiliert werden.

Zum Beispiel:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>


Framework updated, character regenerated in case file was corrupt ... nothing. Still bugging. Any suggestions? (IMG:style_emoticons/default/smile.gif)
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boggensagg
post Jul 7 2013, 05:38 PM
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Nevermind. Problem solved

Take care.
Bogg

This post has been edited by boggensagg: Jul 7 2013, 05:39 PM
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Nebular
post Jul 8 2013, 02:24 PM
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QUOTE (SpellBinder @ Jun 26 2013, 08:49 PM) *
No question on Magic loss due to implants, nor the costs during character creation. After that we clearly see this in different ways, which is fine. Balancing Chummer one way and adding a House Rule option to go the other can easily settle this. Implementing it is another question...

I'm really sorry about all of this, Nebular.

No worries, this is certainly an area where the rules are just not as clear as they should be for either case. I'll see what I can do about getting an option put in for calculating this. Unless this is clarified in the SR5 book, this would likely apply to the SR5 version as well. (IMG:style_emoticons/default/smile.gif)
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Nebular
post Jul 8 2013, 03:20 PM
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Build 490
  • corrected how Essence information is stored in regions that use something other than "." to separate decimal places would cause an error to be thrown
  • fixed an issue where ammoreplace values for Weapons were not being handled correctly
  • added an Option on the Miscellaneous tab: Karma cost for increasing Special Attributes is reduced with Essence Loss (see below)
Karma cost for increasing Special Attributes is reduced with Essence Loss
    When the option is enabled, the Essence cost to improve MAG or RES is affected by Essence Loss. For example, the character an Essence Penalty of 1 and MAG of 3. Normally, Chummer calculates the cost based on its perceived MAG value of 4 (MAG 4
  • Essence Penalty 1 = 3), meaning the cost of improving MAG would be for going from MAG 4 to MAG 5. With this option enabled, Chummer instead calculates the cost based on the shown value of 3, meaning the cost of improving MAG would be for going from MAG 3 to MAG 4. This only impacts Career Mode.
New Strings
  • Checkbox_Options_SpecialKarmaCost
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SpellBinder
post Jul 8 2013, 05:15 PM
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Thanks so very much for this! Just one little glitch I came across, however. The mouseover tip is showed the increased karma cost (example, Essence 4, Magic 4, "Improve to 5 for 35 karma"), and it threw me for a moment. The actual karma cost was what was expected, though (actually 25 in this example).

In checking another character file, everything showed properly, including the tooltip. I think the glitch is limited to that character file for whatever reason. Just saying because it might show up for others with older character file.
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Tariq
post Jul 8 2013, 05:16 PM
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QUOTE (Nebular @ Jul 8 2013, 05:20 PM) *
Build 490
  • corrected how Essence information is stored in regions that use something other than "." to separate decimal places would cause an error to be thrown


Awesome!!! Thanks!

Just another question. Last time we had to apply the formula for explosives (area, quality, etc) and it got a bit tricky. Do you think an implemented tool like "hardness + quality + areaeffekt = quantity" would be possible?
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Urherion
post Jul 9 2013, 02:19 PM
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After the Initiation the Magic Att increases automatically.
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SpellBinder
post Jul 9 2013, 06:37 PM
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If the character has implants, you might have an older version of Chummer. I noticed such issues occasionally when testing & we were working something out regarding the Essence/Magic/Karma bit.

I've tested with three different awakened character files on the latest, all Career Mode & two with cyber, and none of them had their Magic increase with an Initiation.
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Urherion
post Jul 10 2013, 05:43 PM
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The adept has implants, and the Chummer is the latest version.

On the full mages the magic didn't increase.
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SpellBinder
post Jul 10 2013, 06:47 PM
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I took a more careful look at one of the character files I tested, and noticed something. Mystic Adept with Essence 5.#, Magic 6, and a 3/4 split between Magician & Adept points. Then there's an Adept with Essence 4.#, Magic 6, 4 Additional Power Points, and 12 total Power Points.

In experimenting a little with these characters, it seems that the Essence loss is being added back into, or not taken into account, for Adept Power Points. In the case of the Adept, if the Magic attribute was maxed the number of Power Points then made sense, but as soon as the character was Initiated the Power Points went up again (before choosing a metamagic).

Both characters are also ones that went from Create Mode to Career Mode with an impacted Essence, just in case it makes a difference, Nebular.
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