Chummer Character Generator, Thread #2 |
Chummer Character Generator, Thread #2 |
May 30 2012, 07:45 PM
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#676
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Target Group: Members Posts: 90 Joined: 26-February 02 From: Germany Member No.: 2,102 |
Hello Nebular,
why do get a mystic adept an astral Initiative score and astral Init passes? Mystic adepts can't astral project. |
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May 30 2012, 07:58 PM
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#677
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Moving Target Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
Hello Nebular, why do get a mystic adept an astral Initiative score and astral Init passes? Mystic adepts can't astral project. You can use Shade from Arsenal to Astrally Project. So technically everyone should have an astral initiative and astral passes. (IMG:style_emoticons/default/smile.gif) |
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May 31 2012, 03:20 AM
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#678
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Runner Group: Members Posts: 3,473 Joined: 24-May 10 From: Beijing Member No.: 18,611 |
Yup! Looks like the Power Focus was added before I updated the Foci to include their bonuses. Just removed the Power Focus from the character, re-added it so the new information is applied, and emailed it back. (IMG:style_emoticons/default/biggrin.gif) Woot! Thank you very much sir! (IMG:style_emoticons/default/smile.gif) |
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May 31 2012, 04:30 PM
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#679
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Moving Target Group: Members Posts: 106 Joined: 27-March 10 From: California Member No.: 18,371 |
Maybe I'm just having a few moments of derp again, but is there any way to add things to raptor cyberlegs? They have a listed capacity of 10 in Augmentation, but it doesn't seem like there's any way to add hardware to them in Chummer.
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Jun 1 2012, 07:38 AM
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#680
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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've made them as custom content, but currently I don't have it publicly available. Basically they work like individual cyberlegs, with a capacity of 10, but chummer doesn't seem to like tracking that capacity.
Added: Okay, had to make a few tweaks (because Modular Plug-Ins were changed in how they're handled), and I've got something that works. What I've got is listed as a Cyberlimb Enhancement that is to be placed in the root with the rest of the cyberlimbs and such. Technically you're supposed to replace at least the lower parts of your legs and get a modular upgrade, so it kinda makes sense to have them sitting independent of your true cyberlegs. And with the Improvements tab you can add the buff as a category for the Movement Percent and Gymnastics at least, and switch it on and off as necessary. |
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Jun 1 2012, 11:43 AM
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#681
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Moving Target Group: Members Posts: 250 Joined: 16-January 09 From: Nowhere near you... unless you happen to be near Cologne. Member No.: 16,776 |
I've updated the Weapons file to correct the category. I can't seem to reproduce the issue you're having with deleting a Vehicle Sensor. Does it happen with all Vehicles or just a particular one? Do you have a save file where this is occurring? If so, could you email it to me (nebular@shaw.ca) so I can see where the issue is? Hmm, that's a tricky one, I think. There's actually no need to send you a save file, cause the bug only comes up, when I create a new character. After opening a saved file I can delete sensor plugins just fine. It's only when build a new one that I have this problem. For what it's worth, here's a step-by-step description of what I did to produce the error message:
As I've already mentioned, when I save the character after buying the Sensor plugin, close it and open it again, i can delete the Ultrawideband radar without error. Hope that helps you. -CJ |
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Jun 1 2012, 12:01 PM
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#682
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Target Group: Members Posts: 33 Joined: 23-March 11 From: Prague, Czech Republic Member No.: 25,463 |
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Jun 1 2012, 08:56 PM
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#683
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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 |
Adepts and Mystics cannot project. The power is called "Astral Perception", and only lets the adept or mystic see into the astral. They still can't have an out-of-body experience like a magician can, at least not without outside help.
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Jun 2 2012, 02:15 AM
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#684
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Moving Target Group: Members Posts: 206 Joined: 21-November 09 Member No.: 17,893 |
Please include a field to name your associated spirits.
I had a name for every spirit I ever conjoured(as I posted they got lost) and now I only have that dropdown left. I´m fine with the dropdown, but would still like to name those spirits(because that char knows several different earth-elementals ec.). |
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Jun 2 2012, 08:40 PM
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#685
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Moving Target Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
Please include a field to name your associated spirits. I had a name for every spirit I ever conjoured(as I posted they got lost) and now I only have that dropdown left. I´m fine with the dropdown, but would still like to name those spirits(because that char knows several different earth-elementals ec.). There are notes associated with each spirit/sprite. You could put thee name there, at least for now. |
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Jun 3 2012, 11:29 AM
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#686
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Target Group: Members Posts: 33 Joined: 23-March 11 From: Prague, Czech Republic Member No.: 25,463 |
Adepts and Mystics cannot project. The power is called "Astral Perception", and only lets the adept or mystic see into the astral. They still can't have an out-of-body experience like a magician can, at least not without outside help. Thanks, my mistake, then. |
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Jun 5 2012, 01:32 AM
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#687
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Moving Target Group: Members Posts: 732 Joined: 5-April 08 From: Ottawa, Canada Member No.: 15,847 |
Vehicle Weapons: I'm having a hell of a time giving ammunition for the water gun and for the glop gun. I figured the latter would be a capsule round firing freeze foam, since it didn't accept normal freeze foam as ammunition. And I've no idea how to add water as ammunition. :\
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Jun 5 2012, 02:23 AM
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#688
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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 |
Two funkily odd weapons I've not seriously looked at. In the least I think the freeze foam can be added easy as ammo, with its rating x4 cost being per shot, which puts them somewhere in the middle for ammo costs when compared to assault cannon rounds, AV rounds, and the like.
The water cannon... (IMG:style_emoticons/default/frown.gif) sadly I don't have any ideas yet as for costs, but some kind of water shot holder could be placed into the ammo list. |
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Jun 5 2012, 02:44 AM
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#689
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Moving Target Group: Members Posts: 732 Joined: 5-April 08 From: Ottawa, Canada Member No.: 15,847 |
Two funkily odd weapons I've not seriously looked at. In the least I think the freeze foam can be added easy as ammo, with its rating x4 cost being per shot, which puts them somewhere in the middle for ammo costs when compared to assault cannon rounds, AV rounds, and the like. The water cannon... (IMG:style_emoticons/default/frown.gif) sadly I don't have any ideas yet as for costs, but some kind of water shot holder could be placed into the ammo list. The problem is, I have no idea how to buy them in Chummer. My wife's got three drones, and wanted water cannons, but we couldn't buy ammo for them, and then tried again for the glop gun, and also failed. :\ |
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Jun 5 2012, 03:53 AM
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#690
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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 |
Ah, can't buy ammo for those guns unless you go with what's already listed in the Ammo menu. The ammo would have to be added into the XML file.
If you like, I've already written a custom file to add these, downloadable here, that can be used in the short term. |
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Jun 5 2012, 04:56 AM
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#691
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Moving Target Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
Have a look at the ammo for the Stun weapons. You can use that as a basis for how the water cannon and foam should look.
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Jun 5 2012, 05:52 AM
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#692
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Moving Target Group: Members Posts: 732 Joined: 5-April 08 From: Ottawa, Canada Member No.: 15,847 |
Ah, can't buy ammo for those guns unless you go with what's already listed in the Ammo menu. The ammo would have to be added into the XML file. If you like, I've already written a custom file to add these, downloadable here, that can be used in the short term. Yeah, it looks like they're not in the ammo menu at all. Not in a way that can be loaded into the drone. |
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Jun 7 2012, 07:28 PM
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#693
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Moving Target Group: Members Posts: 206 Joined: 21-November 09 Member No.: 17,893 |
QUOTE Arsenal Page 47: Industrial Line: The hardy fabric is also resistant to liquids and flame, providing 2 points of Fire Resistance and Chemical Protection each (see p. 327, SR4A). A winterwear accessory line also provides thermal protection for outdoor work in the winter, offering an additional 2 points of Insulation. ---> those plugins are missing p.s.: Was able to recover all my spirits name from an old chummer save-file. (IMG:style_emoticons/default/biggrin.gif) Damn, I´m glad I make backups once a while. (IMG:style_emoticons/default/biggrin.gif) |
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Jun 7 2012, 10:15 PM
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#694
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Target Group: Members Posts: 61 Joined: 4-June 12 From: In the shadow of Celedyr Member No.: 52,649 |
Awesome program Nebular, no more battered notepad for me (IMG:style_emoticons/default/biggrin.gif)
One little issue I've encountered, I may have spotted a repeatable bug involving the bonus applicable from emotitoys (nonmobile and minidrone versions, all ratings). The bonus to social skills doesn't seem to be removed if you purchase one and then remove it again during character creation. Got up to a +24 die pool bonus before I twigged what was happening (IMG:style_emoticons/default/rotfl.gif) I can recreate and give you an afflicted savefile if it'll help track down the cause? |
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Jun 8 2012, 04:57 PM
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#695
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Yeah, it looks like they're not in the ammo menu at all. Not in a way that can be loaded into the drone. I'm alive! (IMG:style_emoticons/default/biggrin.gif) I should have these Weapons fixed up in the next update. They'll likely just be handled in the same way as electric Weapons where they don't require an actual Ammo piece of Gear; you just click on Reload to refill the Weapon back up to its maximum. |
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Jun 8 2012, 04:59 PM
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#696
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Industrial Line: The hardy fabric is also resistant to liquids and flame, providing 2 points of Fire Resistance and Chemical Protection each (see p. 327, SR4A). A winterwear accessory line also provides thermal protection for outdoor work in the winter, offering an additional 2 points of Insulation. ---> those plugins are missing p.s.: Was able to recover all my spirits name from an old chummer save-file. (IMG:style_emoticons/default/biggrin.gif) Damn, I´m glad I make backups once a while. (IMG:style_emoticons/default/biggrin.gif) From what I've seen in the Armor file and in Chummer itself, all of the Industrious items have their Fire and Chemical Protection Mods, and the Winterwear item includes its Insulation Mod. I'll add a field to the Spirit/Sprite entry to allow a name to be entered since the current field has been somewhat re-tasked to be the Metatype (my intention was for it to always be the Metatype, but that's apparently not how it was always used (IMG:style_emoticons/default/wink.gif) ). |
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Jun 8 2012, 05:00 PM
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#697
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Awesome program Nebular, no more battered notepad for me (IMG:style_emoticons/default/biggrin.gif) One little issue I've encountered, I may have spotted a repeatable bug involving the bonus applicable from emotitoys (nonmobile and minidrone versions, all ratings). The bonus to social skills doesn't seem to be removed if you purchase one and then remove it again during character creation. Got up to a +24 die pool bonus before I twigged what was happening (IMG:style_emoticons/default/rotfl.gif) I can recreate and give you an afflicted savefile if it'll help track down the cause? I'll take a look at this first with what I have and see if I can reproduce it. I'll let you know if a need a save file in the event that I can't reproduce it myself. (IMG:style_emoticons/default/smile.gif) |
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Jun 8 2012, 06:08 PM
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#698
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Moving Target Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
I'm alive! (IMG:style_emoticons/default/biggrin.gif) I should have these Weapons fixed up in the next update. They'll likely just be handled in the same way as electric Weapons where they don't require an actual Ammo piece of Gear; you just click on Reload to refill the Weapon back up to its maximum. Could you change the stun weapons to work that way? Right now they require ammo. The ammo costs nothing, but it's still required to be in the gear. |
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Jun 9 2012, 01:03 AM
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#699
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Moving Target Group: Members Posts: 732 Joined: 5-April 08 From: Ottawa, Canada Member No.: 15,847 |
I'm alive! (IMG:style_emoticons/default/biggrin.gif) I should have these Weapons fixed up in the next update. They'll likely just be handled in the same way as electric Weapons where they don't require an actual Ammo piece of Gear; you just click on Reload to refill the Weapon back up to its maximum. For the goop gun, I think you're supposed to put the freeze foam into the capsule rounds (heavy weapons). It makes the most amount of sense, since chemical rounds (which the freeze foam is) would use capsule rounds. For water, I have no bloody clue. |
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Jun 9 2012, 01:13 AM
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#700
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Moving Target Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
The Dice Pool for casting a spell is including a power focus the character has, but the tool tip is not including it.
The Resist Drain for a spell that is limited does not include the limited in the dice pool, but the tool tip includes it. It would be nice if weapons include locations. This way you can show which ones are at home and which ones you are carrying, or even where you are carrying them. |
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