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> Chummer Character Generator, Thread #2
Hellfire
post Apr 15 2012, 01:52 PM
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QUOTE (Nebular @ Apr 14 2012, 09:16 PM) *
The Weapons you mentioned are all flechette weapons. As per the flechette rules from SR4A, flechette weapons should be +5 AP. The Runner's Toolkit is newer than the SR4A book and is the only one where they are correctly presented as having +5 AP. (I believe this was also raised on the SR4 forums right after the Runner's Toolkit came out and the Toolkit's version is supposed to be the correct one - despite its other misprints like Adept Power costs.)

I've updated the Bioware file so that the Damage Compensators apply to the Threshold's starting place instead of the distance between Thresholds.

The rest will be fixed in the next update.


OK, thanks, I don't have the runner's toolkit, however the latest reprint of the SR4A rulebook which should include all the latest errata came out later (Nov 2011). Also the ammunition’s Damage Modifier and AP Modifier are added to the weapon’s usual DV and AP. For example, an Ares Predator IV (DV 5, AP –1) with APDS (AP –4) would have a modified Damage Code of DV 5, AP –5. (SR4A p 323)

So, something doesn't add up: Flechette. DV +2 AP +5

Every weapon which calls out flechette in the stats seems to keep that whole +5 AP according to the old runner's toolkit (I haven't checked the latest reprint), even if the base weapon usually has an AP of -1.

So, for example the Remmington 990 is 7P -1AP or 9P(f) +5AP with flechettes. So this means that it's worse at shooting flechettes than any other shotgun?
If you put flechettes in a Defiance T-250 shotgun, it does 9P +4AP by the ammunition rules above.
Does not make any sense, does it?
It actually does make more sense, at least for me, that weapons especially designed to fire flechettes, or only be able to fire flechettes, should be a bit better than "general" guns using flechette ammo.
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Nebular
post Apr 15 2012, 04:26 PM
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QUOTE (Hellfire @ Apr 15 2012, 07:52 AM) *
OK, thanks, I don't have the runner's toolkit, however the latest reprint of the SR4A rulebook which should include all the latest errata came out later (Nov 2011). Also the ammunition’s Damage Modifier and AP Modifier are added to the weapon’s usual DV and AP. For example, an Ares Predator IV (DV 5, AP –1) with APDS (AP –4) would have a modified Damage Code of DV 5, AP –5. (SR4A p 323)

So, something doesn't add up: Flechette. DV +2 AP +5

Every weapon which calls out flechette in the stats seems to keep that whole +5 AP according to the old runner's toolkit (I haven't checked the latest reprint), even if the base weapon usually has an AP of -1.

So, for example the Remmington 990 is 7P -1AP or 9P(f) +5AP with flechettes. So this means that it's worse at shooting flechettes than any other shotgun?
If you put flechettes in a Defiance T-250 shotgun, it does 9P +4AP by the ammunition rules above.
Does not make any sense, does it?
It actually does make more sense, at least for me, that weapons especially designed to fire flechettes, or only be able to fire flechettes, should be a bit better than "general" guns using flechette ammo.

I've emailed them to get them to clarify this. Hopefully I'll hear something soon.
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Nebular
post Apr 15 2012, 04:27 PM
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QUOTE (brumguvnor @ Apr 15 2012, 04:16 AM) *
I just found the Chummer character creator and I am blown away; a ton of work has gone into this and I think the software - and the creators - are just excellent!

Is it just me, or is there no way to select nanotattoos in gear or bioware?

Nanotattoos are in Gear under the Nanoware category. You'll need to have Augmentation enabled in your list of sourcebooks to get this to show up.
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Nebular
post Apr 15 2012, 04:36 PM
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QUOTE (Makki @ Apr 15 2012, 07:42 AM) *
This seems not to work properly.

With both Options unchecked, they are still listed in the print.
Also, the new additional skills are not listed as Magical Skill and Social Skill, respectively, but have their own category: "Skill" and "Influence Skill", respectively.

The options seem to be working properly with the latest build. The standard Leadership and Arcana will always show if you have Ratings in them but the advanced versions only appear when their appropriate options are checked. These are setting-specific options though, so if you have multiple settings files, it's possible that the options were turned on in the one the character is actually using but turned off in another one instead of the one there character is set to use. Or if the options have been disabled while the character is still open, you'd need to close the character, then re-open them so they pick up the new options.

Bah! When I'm creating the advanced versions of those Skills, I'm setting the Skill Category to match the base Skill's Group instead of it's Category. (IMG:style_emoticons/default/wobble.gif) I'll have this fixed in the next update.
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SpellBinder
post Apr 15 2012, 09:47 PM
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All the flechette weapons I've seen are AP +5 no matter what. As Yerameyahu posted in another thread, "Apparently you ignore the base AP (maybe it's only for slug-type ammo). (IMG:style_emoticons/default/smile.gif) ", and I'm inclined to think the same.
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groduick
post Apr 16 2012, 07:39 AM
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Hello there,

first of all thanks for the wonderful tool.
I've translated the text-only character sheet in french.
As I don't know anything about xsl, it needs a little bit of checking, especially the spacing.

[ Spoiler ]


And here is the result:
[ Spoiler ]


As you can see, there's a problem with spacing in the "Attributs Derives" (Derivated Attributes) section.
I hope this is going to help a few runners out there, and I'm planning to translate the other sheets as well.

Now for the complaints:
-it would be easier in the character viewer to be able to use the Ctrl+A shortcut to select all the sheet's content;
-for my ammo, I buy several Spare Clips for Each weapon, and I load them with the required number of ammo (I find it more convenient to keep track of spare clips). But when I'm using the ammo manager in created mode (the FIRE! button), the total number of ammo doesn't shows properly. For example, if I buy 5 Spare Clips loaded with 42 EX-Explosives for my Ares Alpha, when I'm trying to load my gun, I've only 42 EX-Explosives left (one clip), and not the 5x42=210. Guess the program doesn't check if the ammo is part of a stack or not. It's easily fixed by splitting the stack of Spare Clips, but it's a minor inconvenience to do.
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brumguvnor
post Apr 16 2012, 11:15 AM
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see? - I told you it was most likely all my own fault!

thanks for the quick reply! - now; where the heck is the "donate" link? - a program as good as this needs to have tangible recognition!
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brumguvnor
post Apr 16 2012, 03:09 PM
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sorry to be back and asking yet more questions... - but I've been reading the rulebooks again - and I saw someone on another forum mention the concept of the ergonomic option for software... - I cannot see how much it costs in the books, but that's not your problem... - is it possible to add ergonomic as a software option in chummer?
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Hellfire
post Apr 16 2012, 05:36 PM
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QUOTE (brumguvnor @ Apr 16 2012, 04:09 PM) *
sorry to be back and asking yet more questions... - but I've been reading the rulebooks again - and I saw someone on another forum mention the concept of the ergonomic option for software... - I cannot see how much it costs in the books, but that's not your problem... - is it possible to add ergonomic as a software option in chummer?


It is possible with chummer: just right-click on the software you want the option in, select "add as plugin" then choose program options in the equipment menu and voilà there you have them...

best regards
Hellfire
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Nebular
post Apr 16 2012, 07:00 PM
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QUOTE (groduick @ Apr 16 2012, 02:39 AM) *
Hello there,

first of all thanks for the wonderful tool.
I've translated the text-only character sheet in french.
As I don't know anything about xsl, it needs a little bit of checking, especially the spacing.

And here is the result:

As you can see, there's a problem with spacing in the "Attributs Derives" (Derivated Attributes) section.
I hope this is going to help a few runners out there, and I'm planning to translate the other sheets as well.

Now for the complaints:
-it would be easier in the character viewer to be able to use the Ctrl+A shortcut to select all the sheet's content;
-for my ammo, I buy several Spare Clips for Each weapon, and I load them with the required number of ammo (I find it more convenient to keep track of spare clips). But when I'm using the ammo manager in created mode (the FIRE! button), the total number of ammo doesn't shows properly. For example, if I buy 5 Spare Clips loaded with 42 EX-Explosives for my Ares Alpha, when I'm trying to load my gun, I've only 42 EX-Explosives left (one clip), and not the 5x42=210. Guess the program doesn't check if the ammo is part of a stack or not. It's easily fixed by splitting the stack of Spare Clips, but it's a minor inconvenience to do.

Thanks! I'll take a look at the sheet when I have a little more time and get it released. (IMG:style_emoticons/default/smile.gif)

I can't do anything about Ctrl+A selecting text on the character sheet. It loosk like the .NET web browser doesn't understand it. You can, however, select all of the text by right-clicking on the sheet and choosing Select All from the menu that pops up. Not quite as convenient, but at least there's a simple way to do the same thing.

I'll have the Spare Clip thing fixed in the next update. It will reduce the number of Spare Clips instead of sucking all of the ammo out of 'em. Any leftover rounds will be placed into the character's Selected Gear container as a new item so you don't lose any unspent ones.
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Nebular
post Apr 16 2012, 07:01 PM
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QUOTE (brumguvnor @ Apr 16 2012, 10:09 AM) *
sorry to be back and asking yet more questions... - but I've been reading the rulebooks again - and I saw someone on another forum mention the concept of the ergonomic option for software... - I cannot see how much it costs in the books, but that's not your problem... - is it possible to add ergonomic as a software option in chummer?

Like Hellfire said, it's there. (IMG:style_emoticons/default/smile.gif) You just need to have the Unwired sourcebook enabled. It can be found in the Program Options category.
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Nebular
post Apr 16 2012, 07:01 PM
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QUOTE (brumguvnor @ Apr 16 2012, 06:15 AM) *
see? - I told you it was most likely all my own fault!

thanks for the quick reply! - now; where the heck is the "donate" link? - a program as good as this needs to have tangible recognition!

There's one on the Chummer site at http://www.chummergen.com/, and one in the application when you go to Help > About. (IMG:style_emoticons/default/biggrin.gif) (in hindsight, it should probably just be moved to the Help menu since most people don't look at the About windows)
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Nebular
post Apr 16 2012, 10:11 PM
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Build 368
  • Adept Powers now check an Attribute's total Metatype maximum including any bonuses such as those from Exceptional Attribute to determine when the Power Point cost should be increased
  • fixed an issue where adding or selecting a piece of Gear attached to Armor would occasionally throw an error
  • Skills no longer double the bonus from Improvements that have a precedence
  • Improvements that increase or decrease a Skill's maximum Rating now unlocks or locks the Skill control as appropriate if it is already at its maximum in Career Mode
  • added support for more Improvement options to the Create Improvement window
  • advanced versions of Leadership and Arcana now set their Category to the base Skill's Category instead of its Skill Group
  • when reloading from a Spare Clip, the quantity of the Clip is reduced instead of the amount of Ammo in each one (leftover Ammo is dropped into the Selected Gear container as a new piece of Gear)
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Gwynfallan
post Apr 17 2012, 04:07 AM
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Contacts not properly deducting karma costs:

I've realized despite the number inputted into Tools > Option > Karma Cost > Contacts, none of my contacts are costing me ANY karma at all. Nor have they ever cost any karma on any characters past or present. BP, yes; Karma, no. I've looked through all the options and nothing appears to be checked or unchecked that would be causing this problem.

It isn't a bad thing when the GM gives us a free contact or two, but not deducting any points for new contacts or improving relations with old contacts I'm finding to be a wee bit broken. As a temporary fix, this week, I've begun manually typing this information into the Karma Spent column, (some contacts are going away because I was WAAAAY over in points spent since it wasn't deducting properly) but it has become quite a chore with my faceman character and I thought I should point it out.
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SpellBinder
post Apr 17 2012, 04:55 AM
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That's probably because there is no karma cost to contacts outside of character creation. It's strictly a GM's call on whether or not a contact's Connection/Loyalty rating goes up or down, or whether that [insert contact type] you just met really wants you on their friends list or not.
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brumguvnor
post Apr 17 2012, 10:40 AM
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gah! - again - the thing I was looking for was there all along! - many thanks again!

Now; all I need to do is work out how to print out the notes that I've added to my negative qualities...
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WhiteReaper
post Apr 17 2012, 11:03 AM
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Is it possible to add an option to copy Vehicles and Drones with all the modificationes they have ?
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Nebular
post Apr 17 2012, 01:39 PM
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The Gear and Books data files have been updated to include the content from the new book, Parabotany! (IMG:style_emoticons/default/biggrin.gif)
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Nebular
post Apr 17 2012, 01:45 PM
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QUOTE (Gwynfallan @ Apr 16 2012, 10:07 PM) *
Contacts not properly deducting karma costs:

I've realized despite the number inputted into Tools > Option > Karma Cost > Contacts, none of my contacts are costing me ANY karma at all. Nor have they ever cost any karma on any characters past or present. BP, yes; Karma, no. I've looked through all the options and nothing appears to be checked or unchecked that would be causing this problem.

It isn't a bad thing when the GM gives us a free contact or two, but not deducting any points for new contacts or improving relations with old contacts I'm finding to be a wee bit broken. As a temporary fix, this week, I've begun manually typing this information into the Karma Spent column, (some contacts are going away because I was WAAAAY over in points spent since it wasn't deducting properly) but it has become quite a chore with my faceman character and I thought I should point it out.

SpellBinder pretty much covered it. Contacts only cost Karma during character creation. There are no rules for adding new Contacts or improving Contact relationships during your career. They're free unless the GM says it'll cost Karma, in which case it needs to be handled as a manual Karma Expense. The only time that it wouldn't cost Karma during character creation is if you have the Free Contacts Points options turned on on the House Rules tab, in which case any Contact costs would first be deducted from those free points and any remaining ones would be deducted from Karma.
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Nebular
post Apr 17 2012, 01:48 PM
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QUOTE (brumguvnor @ Apr 17 2012, 04:40 AM) *
gah! - again - the thing I was looking for was there all along! - many thanks again!

Now; all I need to do is work out how to print out the notes that I've added to my negative qualities...

Yeah, that's a bit of a snag. At the moment, the only Notes that print are then ones you enter on the Character Information tab. I think I'm going to have to add a "Print Notes" option to the Options window to allow them to be printed.
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Nebular
post Apr 17 2012, 01:49 PM
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QUOTE (WhiteReaper @ Apr 17 2012, 05:03 AM) *
Is it possible to add an option to copy Vehicles and Drones with all the modificationes they have ?

Sure, I'll add it to the list. (don't worry - it's a very short list) (IMG:style_emoticons/default/smile.gif)
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ShadowWalker
post Apr 18 2012, 12:45 AM
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QUOTE (Nebular @ Apr 17 2012, 08:49 AM) *
Sure, I'll add it to the list. (don't worry - it's a very short list) (IMG:style_emoticons/default/smile.gif)


Copying the XML of any piece of gear, weapon, vehicle, cyberware, etc into the windows clipboard, and to then be able to paste it into another character, or any place text can be pasted would be cool.
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Vulcanisik
post Apr 18 2012, 04:31 PM
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Hey Nebular. I'm encountering an issue which I consider kind of weird. I want to add a specific vehicle to my character sheet, which is on another character, but for some reason, Chummer isn't able to find the vehicle at all.

The weird thing is, I can clearly see the XML entry for the bike in the vehicles.xml. Any suggestion? For now I just printed the vehicle off from the old character sheet, but I'd really love to put it on my new one.

<vehicle>
<name>BMW 2065 Mjöllnir w/ Armor Upgrade (Racing Bike)</name>
<category>Bikes</category>
<handling>2</handling>
<accel>20/45</accel>
<speed>200</speed>
<pilot>1</pilot>
<body>6</body>
<armor>8</armor>
<sensor>1</sensor>
<devicerating>3</devicerating>
<avail>8R</avail>
<cost>11250</cost>
<mods>
<name rating="2">Passenger Protection</name>
</mods>
<gears>
<gear>Vehicle Sensor</gear>
</gears>
<source>ARG</source>
<page>0</page>
</vehicle>

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Nebular
post Apr 18 2012, 05:53 PM
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QUOTE (Vulcanisik @ Apr 18 2012, 10:31 AM) *
Hey Nebular. I'm encountering an issue which I consider kind of weird. I want to add a specific vehicle to my character sheet, which is on another character, but for some reason, Chummer isn't able to find the vehicle at all.

The weird thing is, I can clearly see the XML entry for the bike in the vehicles.xml. Any suggestion? For now I just printed the vehicle off from the old character sheet, but I'd really love to put it on my new one.

<vehicle>
<name>BMW 2065 Mjöllnir w/ Armor Upgrade (Racing Bike)</name>
<category>Bikes</category>
<handling>2</handling>
<accel>20/45</accel>
<speed>200</speed>
<pilot>1</pilot>
<body>6</body>
<armor>8</armor>
<sensor>1</sensor>
<devicerating>3</devicerating>
<avail>8R</avail>
<cost>11250</cost>
<mods>
<name rating="2">Passenger Protection</name>
</mods>
<gears>
<gear>Vehicle Sensor</gear>
</gears>
<source>ARG</source>
<page>0</page>
</vehicle>

I can see it in my copy, so it can appear. The first thing that comes to mind is to check and make sure the Arsenal German Content sourcebook is turned on in the Options window. If you have multiple Settings files, you'll need to select the proper Setting in the Options window first, since each Setting uses its own list of allowed sourcebooks.
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Nebular
post Apr 18 2012, 06:18 PM
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QUOTE (ShadowWalker @ Apr 17 2012, 06:45 PM) *
Copying the XML of any piece of gear, weapon, vehicle, cyberware, etc into the windows clipboard, and to then be able to paste it into another character, or any place text can be pasted would be cool.

There are a few catches with something like this as there's a ton of complexity behind this and how the objects work.
  • Paste would only be available in Create Mode. You could copy in Career Mode but cannot paste into a character that's in Career Mode.
  • You would only be able to copy items that are a top-level item. So you could copy a Commlink that's on its own (and all of its plugins), but you could not copy a Commlink that is a plugin for a Medkit for example.
  • Pasting would also be rather limited. You would only be able to paste back into the same tab (so Gear to Gear, Vehicle to Vehicle, but not Gear to Vehicle or Gear to Weapon, etc.) though it would work across different characters.
  • It wouldn't use the Windows clipboard since the data can't be used in other applications. This would also mean that you could have a Vehicle in the Chummer clipboard and some notes you want to copy both stored and be useful.
  • Ctrl+C/Ctrl+V wouldn't be allowed as shortcuts for Copy/Paste since it would prevent copying and pasting on the Character Info tab from working properly. (IMG:style_emoticons/default/nyahnyah.gif)

Sound reasonable? I'm not making any promises - just pitching a concept. (IMG:style_emoticons/default/wink.gif)
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