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> Chummer Character Generator, Thread #2
SpellBinder
post Feb 20 2012, 07:38 AM
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Shapeshifters need to be updated to include "Dual Natured" in their critter powers. RC, page 87 under Magic, 2nd paragraph.
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Hellfire
post Feb 20 2012, 05:43 PM
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also one thing I have noticed:

Nartaki characters (or other SURGElings with Shiva Arms) should be able to get "ambidextrous" multiple times, currently they are only able to select this quality once. See RC p115

"A character with Shiva arms can take the Ambidexterity quality multiple times, each time applying the quality to one of her off-hands."

plus:
in the Chaos magic tradition the selectable spirits there is a small typo: "Eart" spirits instead of "Earth"

And thanks for adding "The King" to the mentor spirits (IMG:style_emoticons/default/smile.gif)

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Nebular
post Feb 20 2012, 11:16 PM
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QUOTE (Method @ Feb 18 2012, 08:55 AM) *
First: Let me just say, Nebular, that Chummer is sheer awesomeness. Hands down the best character generator ever conceived for SR.

--------------------------------

Now then: I noted a few very minor things during my last build that I wanted to point out. It would not surprise me if some of these things have been previously addressed:

-- When buying spare clips a "Quantity" field would be most useful
-- Also, skin link would be a useful "Firearm Accessory"
-- I love that you can add PACKs but its a pain in the ass to drop one- unless there is an easier way, you have to find and delete each component. I like that you can buy a PACKs package and then break it up to keep what you want, but having an easy way to drop the whole package would be nice.

-----------------------------------

And just as an aside: when can we expect this for Mac OSX? (IMG:style_emoticons/default/wink.gif) I know its built on the .Net framework, but is there any way to port it?

Skinlink is a Modification for Weapons rather than an Accessory, according to Arsenal. It's an Accessory for non-Weapons, however.

Spare Clips in the Weapon Accessory list doesn't have a Quantity because Weapons don't support Quantities. If you add it as Gear though, you can specify a Quantity.

Until Mono gets off their butt and releases their fully-.NET 4-enabled package (or unless there's another .NET Framework for Macs), I'd guess never. Microsoft technologies are all that I've really worked with. While it would be nice to have it available on other platforms, I simply don't have the time to port and maintain different versions for different platforms. (IMG:style_emoticons/default/nyahnyah.gif)
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Nebular
post Feb 20 2012, 11:16 PM
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QUOTE (ChatNoir @ Feb 18 2012, 05:55 PM) *
Just a message in the news thread about the "replacement" bioware (limbs, organs and stuff), you said that you'll look into it. It's just a reminder so it's not forgotten. (IMG:style_emoticons/default/smile.gif)

Still on the list of stuff.
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Nebular
post Feb 20 2012, 11:20 PM
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QUOTE (ShadowWalker @ Feb 19 2012, 11:36 AM) *
Within the Armor data file the mods have a category.
Is there a list somewhere of what those categories are?
I see the <categories> are listed for the armor category entry, but I don't see anything for a list of the mod categories.
I'm sure I can create a list based on the data already entered.

There not fixed list of Categories anywhere for Armor Mods. Things in the General Category are available for all Armors and Clothing. After that, the window adds Mods that belong to the same Category as the Armor you're modifying, so Mods from the Clothing Category are added if you're modifying something in the Clothing Category. After that, it looks for any Mods that belong to a Category that matches the Armor's name (such as Full Body Armor). And still after that, it looks for any Mods that belong to a Category that matches any of the Armor's <addmodcategory> tags.
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Nebular
post Feb 20 2012, 11:24 PM
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QUOTE (SpellBinder @ Feb 20 2012, 01:38 AM) *
Shapeshifters need to be updated to include "Dual Natured" in their critter powers. RC, page 87 under Magic, 2nd paragraph.

The Metatypes data file has been updated to correct this.
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Nebular
post Feb 20 2012, 11:26 PM
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QUOTE (Hellfire @ Feb 20 2012, 11:43 AM) *
also one thing I have noticed:

Nartaki characters (or other SURGElings with Shiva Arms) should be able to get "ambidextrous" multiple times, currently they are only able to select this quality once. See RC p115

"A character with Shiva arms can take the Ambidexterity quality multiple times, each time applying the quality to one of her off-hands."

plus:
in the Chaos magic tradition the selectable spirits there is a small typo: "Eart" spirits instead of "Earth"

And thanks for adding "The King" to the mentor spirits (IMG:style_emoticons/default/smile.gif)

Shiva Arms can already be taken multiple times.

I've updated the Traditions data file to correct the typo.
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Nebular
post Feb 20 2012, 11:29 PM
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QUOTE (ShadowWalker @ Feb 18 2012, 10:23 AM) *
I noticed that for a non technomancer the Tasking group has it's tooltips, but for skill groups that are broken by having individual skills they aren't working.

Grr. I have a custom IsEnabled property that disables all of the items within the custom control so that the tooltip is still enabled, and there's the standard .NET Enabled property that just disables the entire custom control and prevents tooltips from appearing altogether. There's obviously still something in there that's using the .NET one. I'll have to track it down. (IMG:style_emoticons/default/smile.gif)
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Nebular
post Feb 20 2012, 11:31 PM
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QUOTE (ShadowWalker @ Feb 18 2012, 10:22 AM) *
Strange I'm not getting anything showing up for tooltips.
And the character has values higher than 0 for each of them.

There's a known issue in .NET (that has apparently been around since .NET 2.0) where tooltip will just suddenly stop working. Microsoft has decided that it is a "fringe issue" and isn't worth the time to fix. Unfortunately there's nothing I can do. I have this happen with other tooltips in my copy as well. (IMG:style_emoticons/default/frown.gif)
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ShadowWalker
post Feb 20 2012, 11:48 PM
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QUOTE (Nebular @ Feb 20 2012, 06:26 PM) *
Shiva Arms can already be taken multiple times.

I've updated the Traditions data file to correct the typo.

I think the suggestion is that the Quality Ambidexterity be allowed to be taking multiple times. Once for each arm past the first.
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ShadowWalker
post Feb 20 2012, 11:49 PM
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QUOTE (Nebular @ Feb 20 2012, 06:31 PM) *
There's a known issue in .NET (that has apparently been around since .NET 2.0) where tooltip will just suddenly stop working. Microsoft has decided that it is a "fringe issue" and isn't worth the time to fix. Unfortunately there's nothing I can do. I have this happen with other tooltips in my copy as well. (IMG:style_emoticons/default/frown.gif)

I take it this bug is component specific as tool tips work on other components, just not these specific three.
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SpellBinder
post Feb 21 2012, 01:07 AM
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Regarding the shapeshifters, thanks.

About the clips (I still hate that word in this), if the Weapons section likely won't be able to support a quantity then maybe if they can have a freehand note for the Gear section, or somehow be able to call up the list of weapons for a notation. I say this since clips *shudder* are specific to their weapon and are not interchangeable (i.e. you can't take one from a Predator I & slap it into a Browning Ultra-Power). An alternative would be to create a sub-group for each type of weapon & drag the clips *ugh* there.
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ShadowWalker
post Feb 21 2012, 02:15 AM
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QUOTE (SpellBinder @ Feb 20 2012, 08:07 PM) *
Regarding the shapeshifters, thanks.

About the clips (I still hate that word in this), if the Weapons section likely won't be able to support a quantity then maybe if they can have a freehand note for the Gear section, or somehow be able to call up the list of weapons for a notation. I say this since clips *shudder* are specific to their weapon and are not interchangeable (i.e. you can't take one from a Predator I & slap it into a Browning Ultra-Power). An alternative would be to create a sub-group for each type of weapon & drag the clips *ugh* there.

Clips on the gear side ask for you to enter what weapon they are for.
Shows up as "Spare Clip (Ares Predator IV)".
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SpellBinder
post Feb 21 2012, 02:56 AM
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Oh, sorry, been too long since I've gone after that gear in the Gear section.

Now if only the game designers can get properly educated about the differences between clips & magazines for the next edition...
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Hellfire
post Feb 21 2012, 10:30 AM
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QUOTE (Nebular @ Feb 21 2012, 12:26 AM) *
Shiva Arms can already be taken multiple times.

I've updated the Traditions data file to correct the typo.


I wasn't talking about the shiva arms, but about the ambidextrous quality. Currently you can only take it once, however you should be able to take it X times (where X is number of arms -1), so for example if you have shiva arms once (4 arms total) you should be able to take ambidextrous 3 times.

another small typo: in the equipment section "camping & survival gear" there is "camouflage netting" (the one from Arsenal) which should be "camouflage net (10mē)" and there is "comouflage netting" (the one from War!) which should be "camouflage netting (per mē)"

best regards
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Nebular
post Feb 21 2012, 07:21 PM
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QUOTE (ChatNoir @ Feb 18 2012, 05:55 PM) *
Just a message in the news thread about the "replacement" bioware (limbs, organs and stuff), you said that you'll look into it. It's just a reminder so it's not forgotten. (IMG:style_emoticons/default/smile.gif)

Bioware file has been updated to include this in the "Organs and Limbs" category.

QUOTE (Hellfire @ Feb 21 2012, 04:30 AM) *
I wasn't talking about the shiva arms, but about the ambidextrous quality. Currently you can only take it once, however you should be able to take it X times (where X is number of arms -1), so for example if you have shiva arms once (4 arms total) you should be able to take ambidextrous 3 times.

another small typo: in the equipment section "camping & survival gear" there is "camouflage netting" (the one from Arsenal) which should be "camouflage net (10mē)" and there is "comouflage netting" (the one from War!) which should be "camouflage netting (per mē)"

best regards

Updated the Qualities and Gear files to correct these.
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ChatNoir
post Feb 21 2012, 10:04 PM
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Thanks Nebular ! (IMG:style_emoticons/default/smile.gif)
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Chinane
post Feb 21 2012, 10:13 PM
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Capacity usage of Audio Enhancements in Audio Enhancers should be 1, regardless of rating. It's currently =rating.
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Nebular
post Feb 21 2012, 11:24 PM
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QUOTE (Chinane @ Feb 21 2012, 04:13 PM) *
Capacity usage of Audio Enhancements in Audio Enhancers should be 1, regardless of rating. It's currently =rating.

Updated the Gear file to correct this.
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Nebular
post Feb 22 2012, 12:06 AM
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Build 320
  • fixed an issue where Re-Apply Improvements would throw an error when checking Gear plugins whose parent item could no longer be found because of changed Gear categories
  • Re-Apply Improvements now records any selected values in the same manner as selecting them for the first time
  • pressing the up and down arrows while the search field has focus now selects the next/previous item in the list in most windows
  • added support for Large Dice Pool and Really Large Dice Pool rolling option from War! to the Dice Roller window
  • Cost/Month in the Advanced Lifestyle window when working on a Safehouse is now correctly changed to Cost/Week
  • maximum Power Level for Mystic Adept Powers is now correctly limited by their total MAG
  • custom Improvements now appear in a tree
  • custom Improvements can now be sorted using drag-and-drop
  • added support for editing custom Improvements
  • Active Skills now show their tooltips when grouped
  • fixed an issue where broken Skill Groups would no longer show their tooltip in Career Mode
  • reloading a Weapon can now draw ammo from secondary containers such as Spare Clips
New Strings
  • String_DiceRoller_Standard
  • String_DiceRoller_Large
  • String_DiceRoller_ReallyLarge
  • Node_SelectedImprovements
  • Button_EditImprovement
  • Button_DeleteImprovement
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Sengir
post Feb 22 2012, 12:16 AM
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QUOTE (Chinane @ Feb 21 2012, 11:13 PM) *
Capacity usage of Audio Enhancements in Audio Enhancers should be 1, regardless of rating. It's currently =rating.

SR4A, 3rd printing (and I'm pretty sure it was in the previous ones, too), p. 333.:
Audio enhancements are commonly available as earbuds or headphones.
Each will play audio input from AR or other sources. Each enhancement costs 1 Capacity (per rating).
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Savar
post Feb 22 2012, 12:21 AM
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is it in your plans to add

The Resonance Difference

from Unwired ?
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SpellBinder
post Feb 22 2012, 12:29 AM
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I don't know what printing my soft copy is, but it doesn't have the "Each enhancement costs 1 Capacity (per rating)." part.

If the audio enhancements are going to remain the same (which falls in line with the cyberear options), then the Vision Enhancement option for eyeware should be changed to 1 capacity per rating as well as it's cybereye counterpart takes capacity per rating.
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Nebular
post Feb 22 2012, 01:15 AM
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QUOTE (SpellBinder @ Feb 21 2012, 06:29 PM) *
I don't know what printing my soft copy is, but it doesn't have the "Each enhancement costs 1 Capacity (per rating)." part.

If the audio enhancements are going to remain the same (which falls in line with the cyberear options), then the Vision Enhancement option for eyeware should be changed to 1 capacity per rating as well as it's cybereye counterpart takes capacity per rating.

There's nothing in any of the books that I can find that says that Audio Enhancements or Vision Enhancements consume 1 Capacity per Rating. The closest it gets is found on SR4 333 under Audio Sensors & Enhancers: "The rating of such devices equals the number of audio enhancements they can be fitted with." So Rating 2 Earbuds should be able to hold 2 different Audio Enhancements, regardless of their Rating. Vision Enhancements already worked this way - Audio Enhancements were the odd ones out for some reason and were corrected in my most recent update of the Gear file.
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Nebular
post Feb 22 2012, 01:21 AM
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QUOTE (Savar @ Feb 21 2012, 06:21 PM) *
is it in your plans to add

The Resonance Difference

from Unwired ?

I don't see anything that needs to be added for this, unless there's something extra beyond the content found in the sidebar on UN 137-138. These all seem to modify the behaviour of how other devices react to them (cannot crash, conditional bonus on Defense Tests, increased threshold for Matrix Perception Test against them, Track is immune to Spoof, etc.) and don't appear to affect any of the Technomancer's actual abilities (no dice pool modifications or other modifiers).
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