My Assistant
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Jun 29 2013, 11:53 AM
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#2001
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Target ![]() Group: Members Posts: 8 Joined: 24-June 13 Member No.: 116,358 |
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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Jun 29 2013, 12:13 PM
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#2002
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Target ![]() Group: Members Posts: 8 Joined: 24-June 13 Member No.: 116,358 |
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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Jun 29 2013, 02:53 PM
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#2003
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Target ![]() Group: Members Posts: 69 Joined: 3-October 06 Member No.: 9,529 |
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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Jun 29 2013, 07:22 PM
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#2004
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Moving Target ![]() ![]() Group: Members Posts: 619 Joined: 12-October 12 From: Calgary, AB Member No.: 56,960 |
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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Jun 30 2013, 02:03 AM
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#2005
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Target ![]() Group: Members Posts: 8 Joined: 24-June 13 Member No.: 116,358 |
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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Jun 30 2013, 09:05 AM
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#2006
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Moving Target ![]() ![]() Group: Members Posts: 525 Joined: 20-December 12 Member No.: 66,005 |
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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Jun 30 2013, 09:10 AM
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#2007
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Moving Target ![]() ![]() Group: Members Posts: 619 Joined: 12-October 12 From: Calgary, AB Member No.: 56,960 |
Ok, I went back and looked at my Chummer; it turns out that mine had the Vanish weakness just fine with pixies. Or one of the language specific files has it wrong?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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Jul 1 2013, 03:57 AM
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#2008
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Moving Target ![]() ![]() Group: Members Posts: 525 Joined: 20-December 12 Member No.: 66,005 |
...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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Jul 1 2013, 06:49 AM
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#2009
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Moving Target ![]() ![]() Group: Members Posts: 619 Joined: 12-October 12 From: Calgary, AB Member No.: 56,960 |
...why would the language files have it wrong? 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.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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Jul 4 2013, 12:25 AM
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#2010
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Moving Target ![]() ![]() Group: Members Posts: 423 Joined: 18-August 08 From: Dear lord help me, Maryland Member No.: 16,254 |
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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Jul 5 2013, 09:49 PM
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#2011
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Moving Target ![]() ![]() Group: Members Posts: 619 Joined: 12-October 12 From: Calgary, AB Member No.: 56,960 |
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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Jul 6 2013, 12:45 AM
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#2012
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Target ![]() Group: Members Posts: 6 Joined: 4-July 13 Member No.: 122,128 |
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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Jul 6 2013, 03:44 PM
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#2013
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Target ![]() Group: Members Posts: 1 Joined: 6-July 13 Member No.: 123,348 |
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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Jul 6 2013, 04:46 PM
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#2014
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Moving Target ![]() ![]() Group: Members Posts: 109 Joined: 28-March 13 Member No.: 85,198 |
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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Jul 6 2013, 05:59 PM
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#2015
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 |
... 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.And I couldn't find any way to use the agility from a cyberarm for a one handed weapon's dice pool. 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. 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.
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. |
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Jul 7 2013, 05:34 PM
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#2016
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Target ![]() Group: Members Posts: 2 Joined: 29-June 13 Member No.: 119,229 |
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: 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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Jul 7 2013, 05:38 PM
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#2017
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Target ![]() Group: New Member Probation Posts: 2 Joined: 12-August 10 Member No.: 18,925 |
Nevermind. Problem solved
Take care. Bogg This post has been edited by boggensagg: Jul 7 2013, 05:39 PM |
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Jul 8 2013, 02:24 PM
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#2018
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
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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Jul 8 2013, 03:20 PM
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#2019
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Build 490
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Jul 8 2013, 05:15 PM
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#2020
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 |
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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Jul 8 2013, 05:16 PM
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#2021
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Target ![]() Group: Members Posts: 2 Joined: 29-June 13 Member No.: 119,229 |
Build 490
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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Jul 9 2013, 02:19 PM
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#2022
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Target ![]() Group: Members Posts: 4 Joined: 23-June 13 Member No.: 115,844 |
After the Initiation the Magic Att increases automatically.
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Jul 9 2013, 06:37 PM
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#2023
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 |
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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Jul 10 2013, 05:43 PM
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#2024
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Target ![]() Group: Members Posts: 4 Joined: 23-June 13 Member No.: 115,844 |
The adept has implants, and the Chummer is the latest version.
On the full mages the magic didn't increase. |
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Jul 10 2013, 06:47 PM
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#2025
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 |
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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Lo-Fi Version | Time is now: 13th April 2022 - 03:24 PM |
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