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> Chummer Character Generator, Thread #2
Vilda
post May 21 2012, 04:43 PM
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SpellBinder: Would it be possible to include other gear from Another Rainy Night in your custom files? I like that anti-vampire ammo (IMG:style_emoticons/default/smile.gif)

EDIT: I just made a quick run through it and it seems to me, that some values of Day Job (by Gerzel) are not correct. Day Job (2500, 20hours, flex) prize is -5 BP. On the other hand Day Job (5000, 20hours, flex) is listed as -10 BP. Doesn't seem right getting more money AND more BP for same time.
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Angus
post May 21 2012, 07:38 PM
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First of all thanks for that immensely useful tool (which I only found a couple of days ago) and thanks for doing the hard work of managing all the data as well!

Having said that, there are two minor issues I'd like to report:

1.) Going into the Add Spell Dialog and clicking OK without having selected anything brings up a NullReferenceException:

CODE

System.NullReferenceException: Object reference not set to an instance of an object.
at Chummer.frmSelectSpell.cmdOK_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.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: 4.0.30319.269 (RTMGDR.030319-2600)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Chummer
Assembly Version: 0.0.0.385
Win32 Version: 0.0.0.385


2.) Having switched the Language to German and trying to fire my Ares Predator IV always tries to fire a long burst. All of the options are greyed out and if I press "FIRE!" (translated to German of course) it deducts 6 shots (and even asks for a short burst if less than 6 bullets are loaded). Switching back to English fixes this problem. I should also mention that this seems to affect all SA weapons, the Predator IV is just an example here.

Thanks again for this incredible tool.
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SpellBinder
post May 21 2012, 08:30 PM
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QUOTE (Vilda @ May 21 2012, 10:43 AM) *
SpellBinder: Would it be possible to include other gear from Another Rainy Night in your custom files? I like that anti-vampire ammo (IMG:style_emoticons/default/smile.gif)

EDIT: I just made a quick run through it and it seems to me, that some values of Day Job (by Gerzel) are not correct. Day Job (2500, 20hours, flex) prize is -5 BP. On the other hand Day Job (5000, 20hours, flex) is listed as -10 BP. Doesn't seem right getting more money AND more BP for same time.

I think I can incorporate the extra stuff.

And I think I might've messed up the points on the hours a little. I'm looking into it right now.

Edited: Yeah, I messed up the points on that Day Job quality. That's been corrected now; just remove & re-add that quality if you took it. The rest of the gear from Another Rainy Night is also now included. At some point I'll get the rest of the SURGE qualities taken care of, too.
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Nebular
post May 21 2012, 08:35 PM
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QUOTE (MarvinCZ @ May 18 2012, 12:50 PM) *
Hello!
First, I want to say this is by far the best character editor I've used. Very easy and intuitive to use. Thanks.

I've got a small issue when calculating prices for gear with prices per multiple items (like ammo or RFID tags) and plugins (using Add as Plugin).

Example:
I use projectiles with combat chemicals. I like to specify the payload as a plugin.

Correct function: Gas Minigrenades with 1 Breathtaker as plugin calculate the total price correctly, because their price is defined per 1 grenade.
Incorrect function: Injection Darts with Narcoject calculate the total price incorrectly. I need to use 10 units of Narcoject to get the correct total price. Because the darts have their price defined per 10 darts, it costs 1/10th of the Narcoject price per dart, instead of the full price. The plugin price should be included per item, not per bundle - 10 darts in this case.

The same happens with Sensor RFID Tags and sensors as plugins (prices per 20 units).

It isn't much of a problem - I can avoid it by using the different number of units of the plugin, but it was quite confusing before I figured out what was going on.
QUOTE (SpellBinder @ May 18 2012, 03:23 PM) *
Tested and saw the same with capsule rounds too, where the drugs were being multiplied by the bundle of 10 and not by an individual round.

I'll have this fixed in the next update.
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Nebular
post May 21 2012, 08:49 PM
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QUOTE (SpellBinder @ May 19 2012, 01:55 AM) *
Anyone else getting an error when trying to add powers to an Ally Spirit during critter creation? This is what I get when I click the "Add Power" button:
Never happens for any other spirits, just Ally Spirits. On the same subject, and maybe related (I don't know), Chummer's giving Ally Spirits only one Power Point per 3 Force, instead of 1 for 1 (SM, page 104).

Can't get the error to happen, but I've made a small change to how the Category list populates to see if that fixes the issue for you. This and the Ally Spirit Power Point fix will be in the next update.
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SpellBinder
post May 21 2012, 08:58 PM
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Cool. Will report back with the results once I've gotten the update. Been toying with the idea of a character creating her own ally spirit now and been wanting to flush it out.
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Nebular
post May 21 2012, 09:18 PM
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QUOTE (SpellBinder @ May 20 2012, 08:32 PM) *
Found another when checking through Gun Heaven 2 & Chummer. The high powered weapons, like the Onotari Arms Rhino Hunter, have their stats including the benefits of high powered ammo already (and is noted with every single high powered gun). Chummer is doubling this up, making the Rhino Hunter an 11P AP -4 rifle when loaded with the only ammo they can take. I haven't double checked this, but I'd wager that all of the guns that have "High-Power Chambering" as a default mod are going to need their damage reduced by 2 and the AP worsened by 1.

I'll have this fixed in the next update. Any Weapons with the High-Power Chambering Weapon Mod will be need to be removed and re-added for free once the next update is available. I've moved the bonuses from the High-Power Ammo to the Higher-Power Chambering Weapon Mod so that the Weapon's stats are always properly represented. The Ammo will also be updated to apply the proper -2 dice pool modifier; it's currently applying a -2 RC modifier instead.
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Nebular
post May 21 2012, 09:32 PM
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QUOTE (Angus @ May 21 2012, 02:38 PM) *
First of all thanks for that immensely useful tool (which I only found a couple of days ago) and thanks for doing the hard work of managing all the data as well!

Having said that, there are two minor issues I'd like to report:

1.) Going into the Add Spell Dialog and clicking OK without having selected anything brings up a NullReferenceException:

2.) Having switched the Language to German and trying to fire my Ares Predator IV always tries to fire a long burst. All of the options are greyed out and if I press "FIRE!" (translated to German of course) it deducts 6 shots (and even asks for a short burst if less than 6 bullets are loaded). Switching back to English fixes this problem. I should also mention that this seems to affect all SA weapons, the Predator IV is just an example here.

Thanks again for this incredible tool.

I'll have both of these fixed in the next update.
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Nebular
post May 21 2012, 10:02 PM
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Build 386
  • fixed an issue where the cost of plugins was not calculated correct for Ammo that is sold in quantities greater than 1
  • Ally Spirits now get their correct number of Critter Power Points
  • added support for <dvbonus> and <apbonus> to Weapon Mods
  • High-Power Chambering Weapon Mod now grants the Weapon bonuses instead of the High-Power Ammo so that Weapon stats are properly represented when empty
  • High-Power Ammo now correctly applies a -2 Dice Pool modifier instead of a -2 RC modifier
  • clicking OK in the Select Spell window without having a Spell selected no longer throws an error
  • clicking OK in the Select Complex Form window without having a Complex Form selected no longer throws an error
  • fixed an issue where the FIRE! options became disabled when using a language that has translated values for the different firing modes for a Weapon
  • Underbarrel Weapons now correctly show their own Ammo remaining and Range information instead of the information for the parent Weapon
  • added a tooltip to the Dice Pool on the Weapons tab in Career Mode to show how the Dice Pool is being calculated
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SpellBinder
post May 21 2012, 10:09 PM
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Well, whatever it was giving me issues with Ally Spirits is now gone. Thanks. (IMG:style_emoticons/default/smile.gif)
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Hellfire
post May 22 2012, 07:48 AM
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QUOTE (Nebular @ May 21 2012, 10:18 PM) *
I'll have this fixed in the next update. Any Weapons with the High-Power Chambering Weapon Mod will be need to be removed and re-added for free once the next update is available. I've moved the bonuses from the High-Power Ammo to the Higher-Power Chambering Weapon Mod so that the Weapon's stats are always properly represented. The Ammo will also be updated to apply the proper -2 dice pool modifier; it's currently applying a -2 RC modifier instead.


Hi Nebular,

now, the Terracotta Arms AM-47 with DV 9 and AP -3 has the wrong stats, as these stats seems to be quite "normal" for a sniper rifle, therefore the +2DV -1 AP from HP rounds should be added when using HP rounds for a total of DV 11 and AP-4.

thanks
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Charley2020
post May 22 2012, 01:54 PM
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Great Software! I love it. I create all my NSC with it. If you want to add someting very useful, i suggest to add a initiative manager. I know there is a online tool availible but it lacks the ability to change initiative order when damage modifieres are a applied etc. etc.
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SpellBinder
post May 23 2012, 12:23 AM
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Just updated my custom ammo file so HP caseless reflects the change in the core files.

Also, in reading on ally spirits while making one, would it be possible to be able to define a Materialization vs. Inhabitation for their powers list? SM, 103, Step 2 in choosing its form says an ally spirit gets one power or the other.
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Vilda
post May 23 2012, 06:07 PM
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Just a detail: Colt Government 2066 does not have Electronic Firing listed as a standard mod. It is already counted in stats though, so it may experience similar problem as High power chambering.
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ShadowWalker
post May 24 2012, 01:34 AM
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QUOTE (Nebular @ May 21 2012, 05:02 PM) *
Build 386
  • Underbarrel Weapons now correctly show their own Ammo remaining and Range information instead of the information for the parent Weapon
  • added a tooltip to the Dice Pool on the Weapons tab in Career Mode to show how the Dice Pool is being calculated


The Underbarrel weapons are not using the Fire Mode. the single shot Underbarrel Grenade Launchers are allowing for burst, etc, etc even though it's SS.
The Dice Pool for casting spells and Resisting Drain do not have tool tips.
And thanks for the rest.
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SpellBinder
post May 24 2012, 07:19 AM
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Just started messing around with the Improvements tab for career characters, and found that an error gets thrown when clicking the "Disable All" button and no improvement category is selected (I keep expecting a category to remain selected after clicking "Enable All" out of reflex). Doesn't seem to impact the program in any other fashion when I click "Continue".
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Hellfire
post May 24 2012, 10:37 AM
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Hi Nebular,

I have discovered several glitches in the current version:

1. when in create mode: when adding an accessory to an underbarrel grenade launcher (for example airburst link), afterwards clicking on the grenade launcher throws an error
2. grenade launcher ammo capacity seems to be devided by 2 after you save and reopen a character file (so ares alpha GL suddenly only has ammo capacity of 3(m) instead of 6(m))
3. armor STR upgrade of military armor still seems to be enabled if you use the "un-equip all" function of armor bundles, only after unequipping the armor directly is the STR upgrade correctly switched off.
4. the AVC-7.62 battlerifle should have an unnamed RC modifier of 1, currently it has none.

thanks for keeping up the good work! (IMG:style_emoticons/default/smile.gif)
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McDougle
post May 24 2012, 07:05 PM
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Ah, FUGG!

I came up with a name for every spirit I ever conjoured... all those names are gone now... instead I have an endless, but empty list of pulldowns to choose from!

Fudge... Nebular, is there a way to retrieve the names of my spirits? (IMG:style_emoticons/default/frown.gif)

p.s.:
Anything new on the "Chummer 4 Android" front?
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SpellBinder
post May 25 2012, 12:27 AM
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If you haven't saved the character sheet yet, you could try a text editor file (like NOTEPAD.EXE) to open the file and search for the spirit names. If that doesn't work, then I think it might be too late (IMG:style_emoticons/default/frown.gif)
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SpellBinder
post May 25 2012, 03:17 AM
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Came across something new in flushing out another character. Trying to add a fake license automatically causes the following prompt to auto accept the only restricted item the character had instead of allowing me the choice of it or what I may want to enter myself. Removing said only restricted item the character had let me make the license I wanted, but this can be a hassle. Especially for characters that have a large inventory.

I tested and this doesn't appear if the character has multiple restricted items.
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phlapjack77
post May 25 2012, 05:02 AM
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Sorry if this has come up before, but can a bonded focus add it's bonus to the displayed dice pools? For instance, a bonded F1 power focus could be shown as a 1 die pool modifier for Spellcasting, Summoning, etc. The focus, as of now, doesn't show up as a bonus on the skills tab or when printing a character sheet.
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CeeJay
post May 25 2012, 10:33 AM
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- The Onotari Arms Kali from Gun Heaven 2 is listed under Sport Rifles, but it's an Assault Rifle.
- I get the following error message when I try to delete a vehicle sensor plugin:
[ Spoiler ]

-CJ
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Hellfire
post May 25 2012, 10:45 AM
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QUOTE (Hellfire @ May 24 2012, 11:37 AM) *
4. the AVC-7.62 battlerifle should have an unnamed RC modifier of 1, currently it has none.


OK I see the problem with this one: the RC is there, however when there is an unnamend RC in a weapon, Chummer does not add RC from STR (I have a character that adds 1 RC to every weapon used due to high STR optional rule), this problem is gone as soon as another source of RC is added to the weapon (for example shock pad)
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Sengir
post May 27 2012, 12:42 AM
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A small feature request: Could the Karma/BP expenditures for skills and attributes be included in the output XML?

I tried to create a char sheet like this for a PBP game, but printing nonexistent BP values proved somewhat hard...

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McDougle
post May 28 2012, 03:43 PM
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Another thing:

You got "Official NPC"-packs(love those).
Do you intend to include the NPC´s from War! and other deepshadow-sourcebooks?
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