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> Chummer Character Generator, Thread #2
Nebular
post Jul 26 2012, 12:36 AM
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Build 401
  • added support for <quickeningmetamagic /> to the Improvement Manager which grants the character access to the Quicken Spell button
  • added support for <basiclifestylecost /> to the Improvement Manager which adjusts the cost of only basic Lifestyles by a percentage
  • added a house rule to allow Obsolescent to be upgraded/removed in the same way as Obsolete
  • added support for Quicken Spell Expenses
  • fixed an issue where canceling the Select Martial Arts window when adding a PACKS Kit would throw an error
  • maximum MAG split for Mystic Adepts now increases properly when MAG is increased
  • maximum MAG split for Mystic Adepts now decreases when a MAG increase Expense is undone
  • clicking Delete on the Cyberware tab with nothing selected no longer throws an error
  • clicking Delete on the Vehicles tab with nothing selected no longer throws an error
  • selecting a Complex Form in Career Mode now automatically selects its commonly-used Active Skill for the Dice Pool
  • Karma Expenses for Spells can now be undone
  • Exotic Melee Weapons that use the Unarmed Active Skill (such as Hardliner Gloves) now properly show their Dice Pool size
  • Obsolescent and Obsolete now affect a Vehicle's Device Rating
  • fixed an issue where the displayed monthly Nuyen cost for a Lifestyle was including Lifestyle discounts a second time
New Strings
  • Checkbox_Option_AllowObsolescentUpgrade
  • Button_QuickenSpell
  • String_QuickeningKarma
  • Message_ConfirmKarmaExpenseQuickeningMetamagic
  • String_ExpenseQuickenMetamagic
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valavaern
post Jul 26 2012, 02:58 AM
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QUOTE (Nebular @ Jul 25 2012, 06:29 PM) *
Huh, shows how long it's been since I worked on that bit. (IMG:style_emoticons/default/biggrin.gif) I thought I had looked through the data file and couldn't find any case of Gear being included and didn't see it in the code. No idea how I completely overlooked that. I'll have this added to the Armor file in the next update.

Glad to be of help~

Also, request for a new armor 'set': Full PPP w/o the helmet.
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Nebular
post Jul 26 2012, 04:42 AM
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QUOTE (Mikel @ Jul 20 2012, 01:52 AM) *
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

I've tried messing around with this a little. The only time that things should be stacking in Career Mode is if you have the Stack checkbox (right next to the Qty field) turned on. If this is turned off, the Ammo should be added to whichever Spare Clip you right-clicked on. If it's on, it will always add the new Ammo to the first matching item it finds rather than placing it in the container you right-clicked on.
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Nebular
post Jul 26 2012, 04:47 AM
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QUOTE (valavaern @ Jul 25 2012, 08:58 PM) *
Glad to be of help~

Also, request for a new armor 'set': Full PPP w/o the helmet.

The SecureTech PPP Armor (Ensemble) that is already there should be exactly what you're looking for. It's +2/+6 which is the total of all of the PPP pieces without the Helmet. If you add all of the PPP pieces together including the Helmet, the total is +2/+8 instead.
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valavaern
post Jul 26 2012, 06:38 AM
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QUOTE (Nebular @ Jul 25 2012, 11:47 PM) *
The SecureTech PPP Armor (Ensemble) that is already there should be exactly what you're looking for. It's +2/+6 which is the total of all of the PPP pieces without the Helmet. If you add all of the PPP pieces together including the Helmet, the total is +2/+8 instead.

Is that your final answer? :3
Wrist Guards: 0/1
Ankle Guards: 0/1
Leg & Arm Casings: 1/1
Vitals Protector: 1/1
Helmet: 0/2
It's 2/6 with the helmet, 2/4 without. I think you're counting the arm & casings twice, since you've listed them in chummer separately as well as as a single unit like they are in the book.


Also, another (hopefully pretty easy) request: add the ability to separate weapons into groups just you can with armor and gear.

Thanks, and keep up the good work!
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valavaern
post Jul 26 2012, 06:44 AM
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Oh, another two related suggestions I keep forgetting to make:

1: could you add an option for natural weapons to have their DV = Force(Magic) attribute, please?
2: could you add an option to allow bonuses to Unarmed DV from Martial Arts to be added to Natural weapons as well?

Again, thanks and keep up the great work!
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Scarecrow
post Jul 26 2012, 04:46 PM
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Not a bug, but more of an "it'd be really nice to have..." thing.

When you print out a character in text, it lists gear in alphabetical order, which is fine. Except that matrix programs, ammunition, software suites, credsticks, etc., all get lumped together and then just listed alphabetically. And while it shouldn't be difficult to find something seeing as they are in alphabetical order, it just doesn't look...clean, I guess.

Is there any way to, at least for gear, categorize them by type and then list them alphabetically by category when printing to text? Any chance of that at all?

Again, it's not a bug and it's not a necessity, but one of those "if you've got the time it would really be nice" type of things. (IMG:style_emoticons/default/smile.gif)
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valavaern
post Jul 26 2012, 06:37 PM
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QUOTE (Scarecrow @ Jul 26 2012, 11:46 AM) *
Not a bug, but more of an "it'd be really nice to have..." thing.

When you print out a character in text, it lists gear in alphabetical order, which is fine. Except that matrix programs, ammunition, software suites, credsticks, etc., all get lumped together and then just listed alphabetically. And while it shouldn't be difficult to find something seeing as they are in alphabetical order, it just doesn't look...clean, I guess.

Is there any way to, at least for gear, categorize them by type and then list them alphabetically by category when printing to text? Any chance of that at all?

Again, it's not a bug and it's not a necessity, but one of those "if you've got the time it would really be nice" type of things. (IMG:style_emoticons/default/smile.gif)

Haven't tried actually printing something out yet, but have you tried using gear 'locations'? (the button over on the right in the gear window)
Also, I've been adding programs as 'add-ons' to my comlink, and ammo as 'add-ons' to my bag~
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valavaern
post Jul 26 2012, 06:39 PM
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New error/correction required:
The way the book lists it, Responsive Clothing is a modification to clothing, not it's own separate item~
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The Wrestling Tr...
post Jul 27 2012, 01:40 PM
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Could you add a "dummy item", so that we can add whatever we want and name it?

In our shadowrun session we've gained something like an artifact and I would like to add it to my char sheet but didn't find any option to add a dummy item to name however you want.
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bannockburn
post Jul 27 2012, 07:12 PM
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There already is (IMG:style_emoticons/default/smile.gif)
It's called "Custom Placeholder" and you'll need to enter a name
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Scarecrow
post Jul 30 2012, 03:26 AM
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Got another one of those "nice to have" things.

When you select some cyberware, such as cybereyes, there are some things that come with it, such as the eye recorder and image link. Yet, when I go to add gear to the eyes, I can add yet another recorder and yet another image link. Any chance to making it so that you can't add stuff that's already added?
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phlapjack77
post Jul 30 2012, 03:39 AM
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QUOTE (Scarecrow @ Jul 30 2012, 11:26 AM) *
When you select some cyberware, such as cybereyes, there are some things that come with it, such as the eye recorder and image link. Yet, when I go to add gear to the eyes, I can add yet another recorder and yet another image link. Any chance to making it so that you can't add stuff that's already added?

I don't see that Chummer needs to do this - is it against the rules to add multiple eye recorders? Not a good idea to add them multiple times, yes (IMG:style_emoticons/default/smile.gif) But also not against the rules, I think.

I see your point, but I don't think Chummer should "enforce" things that aren't actually rules.
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Scarecrow
post Jul 30 2012, 02:14 PM
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QUOTE (phlapjack77 @ Jul 29 2012, 07:39 PM) *
I don't see that Chummer needs to do this - is it against the rules to add multiple eye recorders? Not a good idea to add them multiple times, yes (IMG:style_emoticons/default/smile.gif) But also not against the rules, I think.

I see your point, but I don't think Chummer should "enforce" things that aren't actually rules.

Normally, I'd agree with you. But going by your logic, we should be able to REMOVE them if we accidentally add them (which I've been known to do when I click too fast), but when you try to do so you get a message indicating that you can't because it's included in the base package. However, the book doesn't say you can't remove them either.

Again, it's a "nice to have" thing, and not a bug.


With that said, I have a bug to report. Tool tips work on everything, showing where the dice pool comes from, EXCEPT on weapons. When I hover the mouse over one of my automatic weapons in the Gear list, the tool tip doesn't come up. Is this a bug, or intelligent design?
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forgarn
post Jul 30 2012, 06:54 PM
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Not sure if anyone else has reported it but the metamagic foci are not in the list. Am I (and my son) blind and we just can't find them?
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forgarn
post Jul 30 2012, 06:57 PM
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Sorry for the double post but:

1) in War! all the military commlinks come standard with Armor 5, Hardning 5, and Biometrics lock (War pg. 161) Can that be added?
2) There is currently no way to create an ally spirit (or even list it). Is this something that can be done?

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SpellBinder
post Jul 30 2012, 07:25 PM
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QUOTE (forgarn @ Jul 30 2012, 11:54 AM) *
Not sure if anyone else has reported it but the metamagic foci are not in the list. Am I (and my son) blind and we just can't find them?
Foci from the core book have their own category. Metamagic Foci from Street Magic have their own category.

And to everyone who might be having a hard time finding a particular item, please do remember that Nebular has a search feature in many of the selection windows, like for spells, vehicles, gear, weapons, and armor at least.

Ally spirits are a complicated bit for the calculations, especially since they can be enhanced post-summoning. I think it would be nice if they were included, but currently ally spirits are made as separately critters and would need access to the tradition and known spells of the conjuring magician. Honestly I have no idea how feasible it could be. In the short term, during career mode you can manually add in the karma expenditure for an ally spirit, but you'll have to calculated the cost yourself.
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forgarn
post Jul 30 2012, 08:08 PM
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My bad on the foci. I just assumed that they would all be under "Foci." I will play around with the creation as a critter and see what happens. Having it as a separate "character" and then making the karma entry is fine with me. I just did not realize it was in the critter section. (need to play around with this program more).
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bannockburn
post Jul 30 2012, 08:09 PM
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You can also link the ally as a 'pet' in the gear section, once the .chum file is finished (IMG:style_emoticons/default/smile.gif)
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phlapjack77
post Jul 31 2012, 02:58 AM
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QUOTE (Scarecrow @ Jul 30 2012, 10:14 PM) *
But going by your logic, we should be able to REMOVE them if we accidentally add them (which I've been known to do when I click too fast), but when you try to do so you get a message indicating that you can't because it's included in the base package.

Yeah, I think it would be correct to be able to remove anything you add yourself.

So maybe that's a bug, although not a high-priority one...
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KnightAries
post Aug 1 2012, 09:52 AM
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A couple of things I believe would be good changes;

1) Most of the races have some kind of enchanced vision; when I give them cybereyes I'd like the enhanced portion to be removeable (Automaticaly or manually). At the moment I have to place a note on the enhanced vision. (Nice to have thing unless I've missed something so far)

2) An idea I have for Comlinks, give them their own tab under street gear. It can have 3 sections: Hardware; software; agents. Given the ability to link multipule comlinks to create a Cluster as per unwired. Have some of the rules only available if cummer is marked for unwired. I don't know if this is doable and I'm sure it would take time to do so. (did I miss something here?)
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valavaern
post Aug 2 2012, 04:33 AM
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a little error I've found:
a camera's "internal" capacity is equal to its rating, but it should only take up [1] capacity when inside other items, regardless of it's rating.
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Makki
post Aug 2 2012, 08:56 AM
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two things I'm missing:
-option to print various Defense dice pools, specially Gymnastic Dodge
-Adept power Geas, not only as a check box, but also the option to actually name and print the geas
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Hellfire
post Aug 2 2012, 09:18 AM
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QUOTE (Makki @ Aug 2 2012, 09:56 AM) *
two things I'm missing:
-option to print various Defense dice pools, specially Gymnastic Dodge
-Adept power Geas, not only as a check box, but also the option to actually name and print the geas


The option to print geas is actually there: just put the respective gea into the notes field (the small "post-it with pen" icon to the right of the checkbox) and then check to print notes in the options menu under the general > character and printing tab
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ggodo
post Aug 2 2012, 04:24 PM
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Maybe I'm being dumb, but how does one raise the force on free spirits? I'm trying to build one and I can't change any attributes.
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