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> Chummer Character Generator, Thread #2
All4BigGuns
post Jul 19 2012, 05:04 PM
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QUOTE (Chance359 @ Jul 19 2012, 11:58 AM) *
I have a small issue, it keeps trying to use logic + hacking instead of program + hacking, I've tried the house rules window, what did i do wrong?


I just ignore that slight little "glitch". The skills used in hacking are all Logic-linked even if the actual actions taken in the Matrix pretty much ignore the attribute. That said, I've actually been tempted to try adding the attribute into the mix (on top of what's currently used) to see how it works when I run.
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RelentlessImp
post Jul 20 2012, 12:25 AM
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Was recreating a character, found a missing item; Hidden Gun Arm Slide/Hidden Arm Slide (SR4a pg 322). I've added it into my own copy of Chummer's gear.xml, just thought you should know it was missing in the files.
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SpellBinder
post Jul 20 2012, 04:41 AM
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They're not missing. They're firearm accessories. You'll find them in the Weapons tab, not the Gear tab.
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Cojuzei
post Jul 20 2012, 05:14 AM
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Found another bug. At least I'm pretty sure it's a bug. I'm initiating my mystic adept and it's only letting me raise the Magician side of the MAG attribute to 6. I initiate to, say, 10 and Magician is still limited to 6. I can go in notepad and manually change it, and the program is fine after that (at least I think so, haven't initiated again) but I thought I'd bring this to your attention in case I'm either doing something wrong or this is indeed a bug.
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RelentlessImp
post Jul 20 2012, 06:43 AM
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QUOTE (SpellBinder @ Jul 19 2012, 10:41 PM) *
They're not missing. They're firearm accessories. You'll find them in the Weapons tab, not the Gear tab.


Well I feel silly now. But that's an odd place for it, considering other holsters are in the Gear tab.
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SpellBinder
post Jul 20 2012, 07:14 AM
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No worries. We all make mistakes.

But personally I think it's fine for the arm slides to be with the gun itself. They're what makes "the Derringer up the sleeve" work.
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taeksosin
post Jul 20 2012, 07:25 AM
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Having an odd issue with datajacks of all things. Whenever I add one to my character, it doesn't subtract the correct amount of essence. For example, my current character has Tailored Pheromones 3 (.6 Ess), Alphaware Muscle Toner 2 (.32 Ess) and an Alphaware Datajack (0.08 Ess). This adds up to exactly 1 point of essence, yet Chummer seems to think my essence ought to be 5.04 Ess. What gives?
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Mikel
post Jul 20 2012, 07:52 AM
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Having an odd issue with Ammo in career mode. trying to add a spare clip for a weapon (Ares Executive Protector) and add a new type of ammo to it (I have Stick and Shock, adding Ex-Explosive) - and instead of adding a new spare clip like it should it ONLY increases the existing stock of ammo with Stick and Shock ammo. Splitting the stack doesn't help. very Frustrating
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KnightAries
post Jul 20 2012, 08:14 AM
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QUOTE (taeksosin @ Jul 19 2012, 11:25 PM) *
Having an odd issue with datajacks of all things. Whenever I add one to my character, it doesn't subtract the correct amount of essence. For example, my current character has Tailored Pheromones 3 (.6 Ess), Alphaware Muscle Toner 2 (.32 Ess) and an Alphaware Datajack (0.08 Ess). This adds up to exactly 1 point of essence, yet Chummer seems to think my essence ought to be 5.04 Ess. What gives?



Tailored Pheromones and muscle toner are both bioware while a datajack is cyberware. When both bio and cyber are used the lower of the two essence is divided by 2.

tailored pheromones 3 (.6) + Alphaware Muscle Toner 2 (.32) = Bioware Essence .92
Alphaware Datajack (.08) =Cyberware Essence .08 / 2 (because it's smaller amount then you bioware essence) = .04
Bio (.92) + Cyber (.04) = .96
6 - .96 = 5.04 essence

Hope this helps.
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RelentlessImp
post Jul 20 2012, 08:38 AM
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QUOTE (KnightAries @ Jul 20 2012, 02:14 AM) *
Tailored Pheromones and muscle toner are both bioware while a datajack is cyberware. When both bio and cyber are used the lower of the two essence is divided by 2.

tailored pheromones 3 (.6) + Alphaware Muscle Toner 2 (.32) = Bioware Essence .92
Alphaware Datajack (.08) =Cyberware Essence .08 / 2 (because it's smaller amount then you bioware essence) = .04
Bio (.92) + Cyber (.04) = .96
6 - .96 = 5.04 essence

Hope this helps.


Page reference: SR420a, page 86, Creating a Shadowrunner, Assign Resources, Cyberware and Bioware, second paragraph.
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taeksosin
post Jul 20 2012, 10:58 PM
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+1 derp to me. Thanks guys.
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Scarecrow
post Jul 21 2012, 12:15 AM
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So I'm looking at a Technomancer I made, and he's in career mode. I looked at the Complex Forms tab, and I clicked on one of the forms (Smartlink 1), and the drop down list for Dice Pool defaults to...Aeronautics Mechanic? Wait, that can't be right, can it?

I clicked on several other Complex Forms the character has, and the drop down for Dice Pools defaults to...Aeronautics Mechanic? Again?

If Complex Forms work the same as normal programs, then shouldn't the Dice Pool be set based on the base skill associated with the form? For example, Attack should fall under Cybercombat (if I'm correct, and I could be wrong), so shouldn't the dice pool default to Cybercombat and not Aeronautics Mechanic?
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ChatNoir
post Jul 21 2012, 09:45 AM
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I would guess that's because Aeronautics Mechanic is the first skill in alphabetical order. In fact, Chummer seems to keep your last choice.

I'd guess the reason is that there's a common use (see the Common Skill) but some situations may require some original mix. Chummer gives you the information for the usual use of the form (for 90% of the time) but you have to choose the proper skill.

Maybe, having the Common Skill selected in the list would be easier in most situation and only having to change on occasions you do something less conventionnal.
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valavaern
post Jul 23 2012, 12:48 AM
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Hey there, just found this program, and I gotta say, it beats the pants off of scribbling things out in a text file. :3
A couple of little things I've found~
Bugs:
  1. Hardliner gloves won't calculate their dicepool properly for using unarmed combat unless you change the datafile entry for them to actually ~be~ unarmed instead of 'exotic melee weapon'.
  2. For the Vashon Island Synergist Business Line of armored clothing, the Suit jacket and Longcoat are missing their concealable holsters, and the Longcoat is missing its +2 concealability.
  3. Free Spirit's 10% discount on lifestile costs shouldn't be getting applied to advanced lifestyles.


Suggestions:
  1. It would be nice if there were some way to Quicken spells during creation. Even if the effects aren't factored in to the dice pools, at least record the spell and karma spent on it.
  2. I'd love an option, when using Karma generation, to be able to carry an amount of un-spent Karma over to career mode.
  3. The ability to improve 'included' mods on armor, without outright replacing them. For example, upgrading a Berwick Line jacket's chemical protection from 1 to 2, instead of just deleting the base and adding the new protection.



And thanks for making such a great program!
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All4BigGuns
post Jul 23 2012, 03:38 AM
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QUOTE (valavaern @ Jul 22 2012, 07:48 PM) *
Hey there, just found this program, and I gotta say, it beats the pants off of scribbling things out in a text file. :3
A couple of little things I've found~
Bugs:
  1. Hardliner gloves won't calculate their dicepool properly for using unarmed combat unless you change the datafile entry for them to actually ~be~ unarmed instead of 'exotic melee weapon'.
  2. For the Vashon Island Synergist Business Line of armored clothing, the Suit jacket and Longcoat are missing their concealable holsters, and the Longcoat is missing its +2 concealability.
  3. Free Spirit's 10% discount on lifestile costs shouldn't be getting applied to advanced lifestyles.


Suggestions:
  1. It would be nice if there were some way to Quicken spells during creation. Even if the effects aren't factored in to the dice pools, at least record the spell and karma spent on it.
  2. I'd love an option, when using Karma generation, to be able to carry an amount of un-spent Karma over to career mode.
  3. The ability to improve 'included' mods on armor, without outright replacing them. For example, upgrading a Berwick Line jacket's chemical protection from 1 to 2, instead of just deleting the base and adding the new protection.



And thanks for making such a great program!


It is a great generator, isn't it? Much better to my mind than the "official" one which costs more than SW:TOR + Game Time Card cost when that game first came out in order to have all the information.

As to your suggestions:
1: Not sure on this one, as I haven't tried doing such a thing, but not that big a deal to me, personally.

2: There is the option already. At a base (as per the rules) you can carry over up to 5 karma. This can be changed in the program by altering that figure somewhere in Options.

3: Replacing the modification is how you have to do it by the Rules As Written. I can understand having a house rule checkbox for this, but as is, it follows the rules.
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valavaern
post Jul 23 2012, 03:53 AM
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QUOTE (All4BigGuns @ Jul 22 2012, 11:38 PM) *
It is a great generator, isn't it? Much better to my mind than the "official" one which costs more than SW:TOR + Game Time Card cost when that game first came out in order to have all the information.

As to your suggestions:
1: Not sure on this one, as I haven't tried doing such a thing, but not that big a deal to me, personally.

2: There is the option already. At a base (as per the rules) you can carry over up to 5 karma. This can be changed in the program by altering that figure somewhere in Options.

3: Replacing the modification is how you have to do it by the Rules As Written. I can understand having a house rule checkbox for this, but as is, it follows the rules.


2:huh, okay, just need to dig around more and find it, then~

3:went back and read up on that; yeah, kinda annoying, especially when using Max Modification rules... I'll renew my request as a new house rule, then~
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The Wrestling Tr...
post Jul 23 2012, 01:14 PM
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I have a small problem with the career mode of chummer

Once you spent Karma on a Spell and you press "save" you can't undo that expense at a later point. There's always the message "no undo history for this item"

This is very annoying since I had to redo a whole char only because i took the wrong spell and pressed save by accident :/

Hope you can fix that!
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bannockburn
post Jul 23 2012, 01:16 PM
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Just go into the Karma & Nuyen tab, rightclick the entry you want to undo and chose 'undo'
Works fine.
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Chance359
post Jul 23 2012, 02:20 PM
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Two quick suggestions:
Can you add an option in the house rules tab about the cost of skillsofts. My gm is in favor of using the prices from the 4th ed core book vs the 20th anv book
Can we get an option to create our own skillsoft cluster?
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The Wrestling Tr...
post Jul 23 2012, 02:30 PM
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QUOTE (bannockburn @ Jul 23 2012, 02:16 PM) *
Just go into the Karma & Nuyen tab, rightclick the entry you want to undo and chose 'undo'
Works fine.


I tried that and i get the message "there's no undo history for this item"
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bannockburn
post Jul 23 2012, 02:33 PM
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Interesting. I just tried with different save files and it works everywhere. I'd guess, you maybe haven't applied an update or there's something wrong with your save file, but there are more qualified folks than me to evaluate this (IMG:style_emoticons/default/smile.gif)

Edit: Ah, now I see. Sorry, I didn't read that this pertains to spells only. Just tried it, and you're right, of course.
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SpellBinder
post Jul 23 2012, 06:00 PM
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QUOTE (Chance359 @ Jul 23 2012, 07:20 AM) *
Two quick suggestions:
Can you add an option in the house rules tab about the cost of skillsofts. My gm is in favor of using the prices from the 4th ed core book vs the 20th anv book
Can we get an option to create our own skillsoft cluster?

Regarding the skillsofts cost, there's no need for a house rule. You can either write in a custom gear XML file with an alternate name for the skillsofts, or an overwrite XML file that'll replace the existing entry. In the later, you can even set the value so you can increase the cost to the higher nuyen value.
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Gomez Addams
post Jul 23 2012, 10:02 PM
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When I try to add Martial Arts to a character - pre-existing or new - I click on the Add Martial Art button, the little window pops up where you're supposed to select your style, but it's empty, and the Source: line stays blank. If I try to add the Black Belt Skill PACK to anything, the whole program chokes on an Exception Error. There's a martialarts.xml file in the Data directory, but I have no idea if it's corrupted or not... I've had the same issue pulling down the 399 version several times on several machines. Am I doing this wrong, or is it a bug?
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ChatNoir
post Jul 23 2012, 10:53 PM
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Strange, it works here. Both the PACK and manually.
Try closing the program, delete the MA file and run the program. It should download it again.
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valavaern
post Jul 24 2012, 12:15 AM
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Another suggestion: I'd love to have a lucifer lamp flashlight option for mounting on weapons~
Also, on that note, lucifer lamp bulbs should have a rating, and their price = rating x 100.
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