IPB

Welcome Guest ( Log In | Register )

86 Pages V  « < 19 20 21 22 23 > »   
Closed TopicStart new topic
> Chummer Character Generator, Thread #2
Nebular
post Apr 26 2012, 01:27 PM
Post #501


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (ShadowWalker @ Apr 25 2012, 09:59 PM) *
Well I can no longer reproduce the problem.
May be it was related to the weapon having been added before the changes to add grenade launchers to weapons that have them as a default.
But all seems to be working correctly now.

I was wondering though. Was there not a change a while back that added the ammo's location as part of the reload window?
I noticed while I was trying to reproduce this problem that my ammo wasn't showing it's location. Is it possible that this is because I have the ammo linked to spare clips?
Makes it easier for me to keep track of how many clips a character has, and how much ammo is in each one as the clips are swapped.

It does show the Location, just not if the Ammo is contained in something like a Spare Clip. I'll have this added in the next update. It will show both the container's name and Location (if it has one).
Go to the top of the page
 
+Quote Post
Nebular
post Apr 26 2012, 01:30 PM
Post #502


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (SpellBinder @ Apr 26 2012, 01:30 AM) *
In making a new character I found something that I'd call an error in mechanics. The character was planned on having a holdout pistol in a hidden arm slide. Now I know that holdouts are listed in Arsenal as being unable to mount any accessories, but would it be possible to group a few non-mounted kind of accessories in another fashion? A quick-draw holster, concealable holster, and hidden arm slide are some that seem would be quite natural to use with holdout pistols.

I've updated the Weapons file so that all Holdouts can mount Accessories, provided they don't use an actual slot (so things like Holsters, Slides, etc. are now available to them).
Go to the top of the page
 
+Quote Post
SpellBinder
post Apr 26 2012, 06:34 PM
Post #503


Neophyte Runner
*****

Group: Members
Posts: 2,351
Joined: 19-September 09
From: Behind the shadows of the Resonance
Member No.: 17,653



Thanks a bunch.
Go to the top of the page
 
+Quote Post
ShadowWalker
post Apr 26 2012, 07:09 PM
Post #504


Moving Target
**

Group: Members
Posts: 676
Joined: 11-June 10
From: Thunder Bay, ON, Canada
Member No.: 18,696



QUOTE (Nebular @ Apr 26 2012, 09:27 AM) *
It does show the Location, just not if the Ammo is contained in something like a Spare Clip. I'll have this added in the next update. It will show both the container's name and Location (if it has one).

Cool, thanks.
Go to the top of the page
 
+Quote Post
SpellBinder
post Apr 26 2012, 07:13 PM
Post #505


Neophyte Runner
*****

Group: Members
Posts: 2,351
Joined: 19-September 09
From: Behind the shadows of the Resonance
Member No.: 17,653



Oh, any chance to restore the ammo so you can buy less than 10 at character generation?
Go to the top of the page
 
+Quote Post
Nebular
post Apr 27 2012, 02:06 AM
Post #506


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (SpellBinder @ Apr 26 2012, 02:13 PM) *
Oh, any chance to restore the ammo so you can buy less than 10 at character generation?

Yup! I'll have it in the next update. Probably put out the next one tomorrow before my game night. It'll be a small one, but a it'll have something new at least. (IMG:style_emoticons/default/smile.gif)
Go to the top of the page
 
+Quote Post
Vilda
post Apr 27 2012, 03:27 PM
Post #507


Target
*

Group: Members
Posts: 33
Joined: 23-March 11
From: Prague, Czech Republic
Member No.: 25,463



First: great work!

Second: I don't know if it was already reported, but during character creation, armor lists capacity correctly, but after purchasing it shows zero everywhere.
Go to the top of the page
 
+Quote Post
Nebular
post Apr 27 2012, 03:31 PM
Post #508


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (Vilda @ Apr 27 2012, 10:27 AM) *
First: great work!

Second: I don't know if it was already reported, but during character creation, armor lists capacity correctly, but after purchasing it shows zero everywhere.

In order to actually put the Armor Capacity stuff to use, you need to turn on the Optional Rules for it. Go to the Tools menu and select Options. Click on the Optional Rules tab. Put a check next to Use Maximum Armor Modification (AR 44) and Use Armor Suit Capacity (AR 44). Click OK, close and re-open your character, and you should be set! (IMG:style_emoticons/default/biggrin.gif)
Go to the top of the page
 
+Quote Post
Vilda
post Apr 27 2012, 03:41 PM
Post #509


Target
*

Group: Members
Posts: 33
Joined: 23-March 11
From: Prague, Czech Republic
Member No.: 25,463



aaaah, got it. Somehow I've missed that in options, thanks.
Go to the top of the page
 
+Quote Post
SpellBinder
post Apr 27 2012, 09:31 PM
Post #510


Neophyte Runner
*****

Group: Members
Posts: 2,351
Joined: 19-September 09
From: Behind the shadows of the Resonance
Member No.: 17,653



A couple of new things I've found. One, the Targeting and Maneuver autosofts no longer asks for additional text when selecting them. Two, pressing the Delete key to remove a vehicle sensor (like a drone's installed camera) sometimes throws an error that can recurs when you try to delete something else (the same sensor, or something else), and when it does persist the character has to be reloaded to clear it. Sadly this is inconsistent.

And a thought for a little expanded functionality of the program, how about an option to directly reload a character sheet without closing and re-opening it?
Go to the top of the page
 
+Quote Post
Nebular
post Apr 27 2012, 09:40 PM
Post #511


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (SpellBinder @ Apr 27 2012, 03:31 PM) *
A couple of new things I've found. One, the Targeting and Maneuver autosofts no longer asks for additional text when selecting them. Two, pressing the Delete key to remove a vehicle sensor (like a drone's installed camera) sometimes throws an error that can recurs when you try to delete something else (the same sensor, or something else), and when it does persist the character has to be reloaded to clear it. Sadly this is inconsistent.

And a thought for a little expanded functionality of the program, how about an option to directly reload a character sheet without closing and re-opening it?

Agh. The Targeting/Maneuver thing has to do with Improvements not actually being applied to Vehicles. There was a problem before where if you added something that typically gives a Character a bonus, like a Hot Sim, then the character would receive the +2 IP even though it's being added to the Vehicle, not the character. I'm going to have to think about this one. I can't seem to get that other bug to happen either. I'll keep an eye out for it.

In Career Mode at least, the character sheet automatically refreshes every time the character has a change. I'll add this for Create Mode as well.
Go to the top of the page
 
+Quote Post
Nebular
post Apr 27 2012, 09:43 PM
Post #512


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



Build 377
  • Ammo in a container such as a Spare Clip now shows its container's name and Location (if applicable) in the Reload window
  • added a Pets and Cohorts tab to the Street Gear section so that character can create links to any pets or other companions they might have
  • Gear such as Ammo that is typically sold in stacks of 10 can now be purchased at a quantity lower than its stack size (must enter the number manually
  • the up/down arrows increase/decrease by the stack size)
New Strings
  • Tab_Pets
  • Button_AddPet
Go to the top of the page
 
+Quote Post
ShadowWalker
post Apr 27 2012, 10:38 PM
Post #513


Moving Target
**

Group: Members
Posts: 676
Joined: 11-June 10
From: Thunder Bay, ON, Canada
Member No.: 18,696



QUOTE (Nebular @ Apr 27 2012, 05:40 PM) *
Agh. The Targeting/Maneuver thing has to do with Improvements not actually being applied to Vehicles. There was a problem before where if you added something that typically gives a Character a bonus, like a Hot Sim, then the character would receive the +2 IP even though it's being added to the Vehicle, not the character. I'm going to have to think about this one. I can't seem to get that other bug to happen either. I'll keep an eye out for it.

In Career Mode at least, the character sheet automatically refreshes every time the character has a change. I'll add this for Create Mode as well.


Targeting and Maneuver should really have you select the skill instead of text. Targeting should be one of the weapon skills, including the melee ones.
Hmm after reading the description of Maneuver it says vehicle type, and then gives examples as ground vehicles and anthroform. So maybe that one should stay as free form text. Although I would probably do it as the pilot skills, or maybe as the items listed in the specializations of each of the piloting skills. May be have it as a drop down that includes the pilot skills specializations, but also allow for the ability to enter your own entry? The Targeting would need to include text entry as well, since it's possible the weapon being used is an exotic one. Just like the ability to select something from the list rather than have to type it in. (IMG:style_emoticons/default/smile.gif)
Go to the top of the page
 
+Quote Post
ShadowWalker
post Apr 27 2012, 10:43 PM
Post #514


Moving Target
**

Group: Members
Posts: 676
Joined: 11-June 10
From: Thunder Bay, ON, Canada
Member No.: 18,696



QUOTE (Nebular @ Apr 27 2012, 05:43 PM) *
Build 377
  • Ammo in a container such as a Spare Clip now shows its container's name and Location (if applicable) in the Reload window
  • added a Pets and Cohorts tab to the Street Gear section so that character can create links to any pets or other companions they might have
  • Gear such as Ammo that is typically sold in stacks of 10 can now be purchased at a quantity lower than its stack size (must enter the number manually
  • the up/down arrows increase/decrease by the stack size)
New Strings
  • Tab_Pets
  • Button_AddPet

Going along with the ammo in a clip, would it be possible to be able to select the weapon instead of type it in? Clips are supposed to be weapon specific, and that's what the request for text is for, but it would be nice if it included suggestions in a drop down. Then when you reload it could include just the clips that are associated with that weapon.

As for vehicles, and characters, make vehicles a character, like critters, but with different types of stats. Would probably make the character sheet for them easier to do. (IMG:style_emoticons/default/smile.gif)
Go to the top of the page
 
+Quote Post
Mister Shed
post Apr 28 2012, 02:33 AM
Post #515


Target
*

Group: Members
Posts: 46
Joined: 14-November 11
Member No.: 43,525



Upgraded to latest version, having a problem printing when a character has a pet/cohort entry. Tried it with several different characters, same error each time.

Error message:
[ Spoiler ]


Additional request: when printing, if a weapon has the additional clip mod, would it be possible to show the ammo info for both clip slots instead of just the 'active' one?

Thanks for all the work.
Go to the top of the page
 
+Quote Post
Nebular
post Apr 28 2012, 09:56 PM
Post #516


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (Mister Shed @ Apr 27 2012, 08:33 PM) *
Upgraded to latest version, having a problem printing when a character has a pet/cohort entry. Tried it with several different characters, same error each time.

I've updated the language file to correct this. Just run the update, grab the new file, and you should be good! (IMG:style_emoticons/default/smile.gif)
Go to the top of the page
 
+Quote Post
Mister Shed
post Apr 28 2012, 11:13 PM
Post #517


Target
*

Group: Members
Posts: 46
Joined: 14-November 11
Member No.: 43,525



Looks like that fixed it. Thanks! (IMG:style_emoticons/default/smile.gif)
Go to the top of the page
 
+Quote Post
SpellBinder
post Apr 29 2012, 03:07 AM
Post #518


Neophyte Runner
*****

Group: Members
Posts: 2,351
Joined: 19-September 09
From: Behind the shadows of the Resonance
Member No.: 17,653



Just found a conflict in the Options during character creation. If you're using a rule set that has "Characters can spend any number of points on Nuyen" enabled and you set the BP/Karma to 0 (zero) for the purpose of creating an open ended character, you then actually cannot spend any points at all on nuyen unless you also checked the "Ignore Character Creation Rules" box. On top of that, if you try to edit the character file to change the <nuyenbp> value, the character sheet errors out at loading.

This can be fixed by putting the <ignorerules>True</ignorerules> tag directly into the character sheet's code, and also seems to fix the load error if the <nuyenbp> value was changed.
Go to the top of the page
 
+Quote Post
CaptainHairy
post Apr 29 2012, 06:50 PM
Post #519


Target
*

Group: Members
Posts: 1
Joined: 27-April 12
Member No.: 52,041



A couple of quick ones, if I could, centring around cyberlimbs.

Firstly, I think the display for the dice pool of a cyber-holdout is erroneously using the pistols skill, instead of the Exotic Ranged Weapon (Holdout Pistol) that it should.

Also, I wanted to ask if there was any way to set a skill or piece of equipment to only use the stats of an augmented limb when calculating its dice pool, other than just using custom improvements for everything? This especially makes sense when calculating the dice pools of cyberweapons that are literally impossible to wield with any other limb.
Go to the top of the page
 
+Quote Post
ShadowWalker
post Apr 29 2012, 09:37 PM
Post #520


Moving Target
**

Group: Members
Posts: 676
Joined: 11-June 10
From: Thunder Bay, ON, Canada
Member No.: 18,696



QUOTE (CaptainHairy @ Apr 29 2012, 02:50 PM) *
A couple of quick ones, if I could, centring around cyberlimbs.

Firstly, I think the display for the dice pool of a cyber-holdout is erroneously using the pistols skill, instead of the Exotic Ranged Weapon (Holdout Pistol) that it should.

Also, I wanted to ask if there was any way to set a skill or piece of equipment to only use the stats of an augmented limb when calculating its dice pool, other than just using custom improvements for everything? This especially makes sense when calculating the dice pools of cyberweapons that are literally impossible to wield with any other limb.


The copy of my book has the following on page 316:
QUOTE
Hold-Outs
Use the Pistols skill when firing a hold-out pistol.
Go to the top of the page
 
+Quote Post
SpellBinder
post Apr 29 2012, 10:51 PM
Post #521


Neophyte Runner
*****

Group: Members
Posts: 2,351
Joined: 19-September 09
From: Behind the shadows of the Resonance
Member No.: 17,653



Check the Exotic Ranged Weapons skill in SR4a, 122. It lists cyber-implant guns specifically.
Go to the top of the page
 
+Quote Post
SpellBinder
post Apr 30 2012, 06:32 AM
Post #522


Neophyte Runner
*****

Group: Members
Posts: 2,351
Joined: 19-September 09
From: Behind the shadows of the Resonance
Member No.: 17,653



Came across an interesting glitch in the program. Working with a character file in career mode, and selected a specialization for a skill in a group. I cannot recall where I clicked off, but first said "No" because it would break the group, but later went back and did it again, and not only did the karma not get deducted but the program believes that the skill group is intact. I was able to do this a second time, first saying "No" at the karma expenditure, went back and set a specialization, and clicked in the Skill Category dropdown, and again the specialization was applied without any cost or consequence.
Go to the top of the page
 
+Quote Post
Tashiro
post Apr 30 2012, 09:57 PM
Post #523


Moving Target
**

Group: Members
Posts: 732
Joined: 5-April 08
From: Ottawa, Canada
Member No.: 15,847



Free Spirit PCs and Power Points
Free Spirits have a Power Point total equal to its Edge. It can also get Power Points through initiation.
For some reason, when a Free Spirit increases Edge in Chummer, it doesn't get the additional Power Points it should. :\
Go to the top of the page
 
+Quote Post
Neko Asakami
post May 1 2012, 05:42 AM
Post #524


Moving Target
**

Group: Members
Posts: 228
Joined: 30-July 09
Member No.: 17,450



I have run into a something odd. I've created an adept with 5.21 essence and a Magic of 5. When I have the "Essence loss only reduces MAG/RES maximum" checked I have 10 BP, but when that house rule is not checked, I lose that 10 BP (meaning I have 0 BP left). At first, I was pretty sure it was just some math I wasn't getting, but when I lower the MAG from 5 to 4, I gain 25 BP either way. Not entirely sure what's going on here, help?
Go to the top of the page
 
+Quote Post
SpellBinder
post May 1 2012, 07:23 AM
Post #525


Neophyte Runner
*****

Group: Members
Posts: 2,351
Joined: 19-September 09
From: Behind the shadows of the Resonance
Member No.: 17,653



House rule disabled, your magic range is 0-5.

House rule enabled, your magic range is 1-5.

The point difference between 4 and 5 in this case is 25, just like for maximizing any attribute.
Go to the top of the page
 
+Quote Post

86 Pages V  « < 19 20 21 22 23 > » 
Closed TopicStart new topic

 



RSS Lo-Fi Version Time is now: 27th February 2025 - 11:10 AM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.