Chummer Character Generator, Thread #2 |
Chummer Character Generator, Thread #2 |
May 9 2012, 04:06 AM
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#576
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Runner Group: Members Posts: 3,473 Joined: 24-May 10 From: Beijing Member No.: 18,611 |
There might be a problem with spell drain calculation? When I choose a spell normally, the DV shows up correctly. If I choose a spell and make it a limited spell, the DV is 2 higher than it should be.
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May 9 2012, 06:05 AM
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#577
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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 |
Yup, did a test of my own (combat LOS area elemental), and the +2 for Limited showed up in the DV value (F/2+7 instead of F/2+5) instead of the Resist Drain (10 instead of 12; resistance attributes are both 5, no other qualities) where Limited spells give their benefit.
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May 9 2012, 01:57 PM
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#578
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Moving Target Group: Members Posts: 138 Joined: 1-October 11 Member No.: 39,548 |
Hi Nebular!
Found a little bug! Somehow the armormodification "feywear (glamour)" doesn't add the +3 dice bonus to social skills. And you don't have to pay Karma to bind them! (Attitude, page 157) In the rules it says: [ Spoiler ] So could you add somekind of menu where you can choose a positive quality being added to the "feywear" item? That way I could chose the armor mod feywear and attach a quality to it. Binding them shouldn't be a problem since you could handle them like foci and add them to the gears tab? |
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May 9 2012, 01:58 PM
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#579
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
There might be a problem with spell drain calculation? When I choose a spell normally, the DV shows up correctly. If I choose a spell and make it a limited spell, the DV is 2 higher than it should be. Yup, did a test of my own (combat LOS area elemental), and the +2 for Limited showed up in the DV value (F/2+7 instead of F/2+5) instead of the Resist Drain (10 instead of 12; resistance attributes are both 5, no other qualities) where Limited spells give their benefit. What the hell was I thinking?! Yeah, a Limited Spell should add +2 to the Drain Resistance Dice Pool, not increase the Spell's DV by +2. I had it right in my head but did completely the wrong thing in the code. (IMG:style_emoticons/default/wobble.gif) I'll have this fixed in the next update which will be either this evening or tomorrow evening.
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May 9 2012, 03:08 PM
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#580
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Hi Nebular! Found a little bug! Somehow the armormodification "feywear (glamour)" doesn't add the +3 dice bonus to social skills. And you don't have to pay Karma to bind them! (Attitude, page 157) In the rules it says: [ Spoiler ] So could you add somekind of menu where you can choose a positive quality being added to the "feywear" item? That way I could chose the armor mod feywear and attach a quality to it. Binding them shouldn't be a problem since you could handle them like foci and add them to the gears tab? I've updated the Armor data file to add the bonus to Feywear (Glamour) and add the additional examples listed in the book. For the Kara Costs, those will need to be done as manual Karma Expenses for the time being. |
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May 9 2012, 11:22 PM
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#581
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Build 383
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May 10 2012, 02:32 AM
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#582
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Moving Target Group: Members Posts: 228 Joined: 30-July 09 Member No.: 17,450 |
Glad I could help nab that bug with lifestyles, Nebular!
Problem now is when I load the character (after the latest updates), I get the following crash message: "Object reference not set to an instance of an object." Below is what I assume to be the relevant error text. [ Spoiler ] I do have a custom Magical Tradition, which is what I think is causing it. It was working just fine before, did you change formatting for it? |
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May 10 2012, 07:49 AM
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#583
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Great Dragon Group: Dumpshocked Posts: 5,086 Joined: 3-October 09 From: Kohle, Stahl und Bier Member No.: 17,709 |
I do have a custom Magical Tradition, which is what I think is causing it. It was working just fine before, did you change formatting for it? I'm getting the same problem with a TM that has no custom stuff whatsoever. Interestingly enough only with that character, which I just edited yesterday, not with any other sheets that were last edited in older versions. Can provide the .chum file if required |
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May 10 2012, 09:38 AM
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#584
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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'm getting mixed results as well. A career mode magician lost her tradition (but not her spells) as well as everything in the "Karma and Nuyen" tab, Custom Lifestyle & Gear (but not Armor & Weapons), Vehicles, and Skills cannot be filtered (but otherwise appear to be fine); there might be more she's missing. The pre-career mode file loads just fine.
Note that this doesn't apply to another magician character I activated to career mode, nor to the first magician's file I activate to career mode. I think this is limited to just magician characters, though sadly I don't have any that don't have limited spells that were career active under a previous file version. I only have two cybered characters and a TM (all with custom content) outside the magician, and only the magician gives any errors. |
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May 10 2012, 10:32 AM
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#585
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Target Group: Members Posts: 74 Joined: 26-January 12 Member No.: 48,220 |
Hi Nebular,
with the latest version I also seem to have problems when opening some older characters, every time on opening an error comes up: [ Spoiler ] I don't know what the problem is. It happened on magicians, technomancers, mystic adept but not on every one of my characters... I think it has something to do with bound spirits or sprites, as all of them are lost when the character is opened. |
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May 10 2012, 12:55 PM
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#586
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Holy crap! Sorry guys, not sure how I let that one slip by! It has to do with a change I made to add translation support to the Spirit/Sprite list.
Build 384
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May 10 2012, 01:20 PM
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#587
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Moving Target Group: Members Posts: 138 Joined: 1-October 11 Member No.: 39,548 |
Hi nebular!
Got a quick question about mentor spirits! Couldn't you add a mentor spirit that has 2 dropdown menu's with all the possible bonuses to chose from? That way it would be easily possible to add a custom mentor spirit without changing stuff in XML (since I'm a total noob at that) (IMG:style_emoticons/default/smile.gif) At the moment if I want to use a custom tradition i just pick one with the drainstats I want and write the stuff about the tradition into the char details. But it would be nice if there was an easy way to add a tradition with self chosen drainstats. But only if it doesn't bother you too much adding that stuff (IMG:style_emoticons/default/smile.gif) |
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May 10 2012, 10:36 PM
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#588
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Hi nebular! Got a quick question about mentor spirits! Couldn't you add a mentor spirit that has 2 dropdown menu's with all the possible bonuses to chose from? That way it would be easily possible to add a custom mentor spirit without changing stuff in XML (since I'm a total noob at that) (IMG:style_emoticons/default/smile.gif) At the moment if I want to use a custom tradition i just pick one with the drainstats I want and write the stuff about the tradition into the char details. But it would be nice if there was an easy way to add a tradition with self chosen drainstats. But only if it doesn't bother you too much adding that stuff (IMG:style_emoticons/default/smile.gif) Mentor Spirits do allow 2 dropdowns with choices. Sun is a good example on setting up 2 sets of choices. |
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May 10 2012, 10:36 PM
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#589
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
The Armor, Books, Critters, Cyberware, Gear, Powers, Spells, Vehicles, and Weapons data files have all been updated to include the new content from Hazard Pay.
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May 11 2012, 07:50 AM
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#590
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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 |
In SR4a, on page 239, it's stated that Technomancers use the skills in the Cracking and Electronics skill groups differently from other hackers, but can learn them if they want. It wasn't too difficult to make a custom file of my own to help represent this (I just copied the skills into a new XML and put "Technomancer" in parenthesis after the groups & names), and have thought it might be a good idea to implement this mainstream. It'll be particularly helpful to those players who actually happen to make a character with the "Latent Technomancer" quality to differentiate the mundane skills from the TM skills of the same name since these are technically two different skill groups.
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May 11 2012, 08:15 AM
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#591
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Running Target Group: Members Posts: 1,229 Joined: 20-December 10 From: Land of the Oatcakes Member No.: 19,241 |
Is there a way to make Chummer update through a proxy server? Or does it already support this and my setting are messing it up? Cheers
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May 11 2012, 08:25 AM
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#592
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Running Target Group: Members Posts: 1,229 Joined: 20-December 10 From: Land of the Oatcakes Member No.: 19,241 |
Is there a way to make Chummer update through a proxy server? Or does it already support this and my setting are messing it up? Cheers Forget that, I've fixed it. Wasn't a Chummer problem. I am having another problem though. I've just opened up my character I made last week and all of his free knowledge skills have vanished. It seems to remember what I put as the greyed out skill next to the Add button is Local Area:Seattle with a Puyallup specialism, which was my top listed knowledge skill, but it has no rating and all of my other Knowledges are missing |
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May 11 2012, 10:25 AM
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#593
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Target Group: Members Posts: 74 Joined: 26-January 12 Member No.: 48,220 |
the chummergen website seems to be down, I am getting an error "The interface is unknown. "
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May 11 2012, 04:04 PM
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#594
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Moving Target Group: Members Posts: 138 Joined: 1-October 11 Member No.: 39,548 |
If you implant a grapple gun you can't select it as a weapon as described in Shadowrun Corebook p. 337
Should be a Weapon with 5s damage, Singleshot, 1(m) ammo |
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May 11 2012, 05:30 PM
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#595
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Target Group: Members Posts: 74 Joined: 26-January 12 Member No.: 48,220 |
One thing I just noticed: the Defiance EX Shock Taser should also be useable as a melee weapon (I guess it should be a club), can you perhaps add a melee weapon stat for 0 NY, so that it is selectable and shows in the melee weapon box when printing out the character?
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May 11 2012, 05:53 PM
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#596
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Target Group: Members Posts: 74 Joined: 26-January 12 Member No.: 48,220 |
Somehow the Chummer version on the website is still the .383 version and not the current .384.
I guess that is due to the website crash? |
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May 11 2012, 10:14 PM
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#597
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Great Dragon Group: Dumpshocked Posts: 5,086 Joined: 3-October 09 From: Kohle, Stahl und Bier Member No.: 17,709 |
I found another "Object reference not set to an instance of an object" error. This time it happens when I slect the weapon mount on a Doberman with a weapon installed
: CODE System.NullReferenceException: Objektverweis wurde nicht auf eine Objektinstanz festgelegt. (The object reference was not set to an instance of an object) bei Chummer.frmCreate.RefreshSelectedVehicle() bei Chummer.frmCreate.treVehicles_AfterSelect(Object sender, TreeViewEventArgs e) bei System.Windows.Forms.TreeView.OnAfterSelect(TreeViewEventArgs e) bei System.Windows.Forms.TreeView.TvnSelected(NMTREEVIEW* nmtv) bei System.Windows.Forms.TreeView.WmNotify(Message& m) bei System.Windows.Forms.TreeView.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) |
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May 11 2012, 11:04 PM
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#598
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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 |
Regarding the Contacts, might wanna check your Options and make sure that the "Free Contact Points" box under "House Rules" isn't checked (I don't know German, so I don't know what the translation will be). If it is, you get free BP equal to twice your character's Charisma attribute towards the purchase of contacts.
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May 11 2012, 11:33 PM
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#599
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Great Dragon Group: Dumpshocked Posts: 5,086 Joined: 3-October 09 From: Kohle, Stahl und Bier Member No.: 17,709 |
Regarding the Contacts, might wanna check your Options and make sure that the "Free Contact Points" box under "House Rules" isn't checked (I don't know German, so I don't know what the translation will be). If it is, you get free BP equal to twice your character's Charisma attribute towards the purchase of contacts. DOH, still had this checked from another game |
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May 12 2012, 12:18 AM
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#600
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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 you're using different rule sets for different games (these are in the "settings" folder, not the "data" folder), you can create different defaults for the characters. Hard part is that this is set during creation, and you'd have to directly edit the .CHUM file afterwards (doable with any basic text editor like Notepad.exe).
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