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> Chummer Character Generator, Thread #2
valavaern
post Aug 11 2012, 08:05 PM
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QUOTE (Sid Nitzerglobin @ Aug 11 2012, 02:13 PM) *
An unrelated "bug" I seem to be running into: Personalized Grip, Melee seems to successfully add to the dice pool displayed in the weapon's details, but not to the dice pool displayed on the skills tab in Chummer.

As well it should; putting a better grip on your sword makes you better with that sword, not with blades in general~
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Sid Nitzerglobin
post Aug 11 2012, 08:22 PM
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QUOTE (valavaern @ Aug 11 2012, 03:05 PM) *
As well it should; putting a better grip on your sword makes you better with that sword, not with blades in general~


I could see that being the case, but the dice pool modifier shows up for smartlink on the character's firearms skills.

Seems like there's more utility to going ahead and adding the bonus for equipped weapons to the dice pool under skills so you can just look one place for the total equipment/skill/quality/ware/power adjusted dice pool. The alternative would be to not add any of these modifiers to any skills in the skills block and just add an attack dice pool value including all non-situational modifiers to the stat block for each weapon.
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Sid Nitzerglobin
post Aug 11 2012, 08:37 PM
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Another minor issue: firing mode change mods show up on the weapon details in Chummer but don't appear to be carried over to the weapons block in the character sheet
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Raven the Tricks...
post Aug 12 2012, 01:12 AM
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Bug report, just updated today an Muscle Toner is not adding correctly to my character. I have a human with AGI 4 and Muscle Toner 3 (in build mode, build restrictions disabled, building an opposing runner team) On the character sheet it's only showing the Agility 4, I tried dropping the Muscle Toner down to 2 and that ended up with showing Agility 4(3) instead of 4(6) which is what it should be.
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KnightAries
post Aug 12 2012, 01:13 AM
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There is an error in pricing for False Front With mimic option. Chummer is saying 12k per point which is correct for false front but the mimic option is supposed give another +4 availability (which is added) and +10k to price (which is not added).

AU 68-69

Chummer is pricing Ceramic and Plasteel components wrong. It saying rating 1 is weapon cost; Rating 2 is Weapon cost x2; Rating 3 is Weapon Cost x5 when they are supposed to be Rating 1 Weapon x2; Rating 2 Weapon x 3; Rating 3 Weapon x6. This is with my interpretation that the costs are supposed to be in addition to the cost of the weapon.

AR 149/150
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Raven the Tricks...
post Aug 12 2012, 01:18 AM
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And another bug, Ceramic Bone Lacing is not correctly adding to the damage show for Unarmed attacks
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KnightAries
post Aug 12 2012, 02:28 AM
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PACKs gear kit B&E Goods throws an error when selecting the Maglock Sequencers; Though it looks like the reason is that the PACKs was created prior to the sequencers having a rating. Under the new rules they would be on par w/ a rating 4.

The same kit is also missing 1 set of lock picks

Mundane Surveillance Kit throwing an error: Looks like the Micro Camera and the Micro Microphone.

Getaway Car: Error on the Turbocharger; Looks like it doesn't have a rating.

The Basics: Error on the Fake SIN (Looks like it's missing rating) also showing 5 BP for starting funds instead of 1.
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KnightAries
post Aug 12 2012, 05:33 AM
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Corrections that I was finally able to find for the PACKS Gear kits

Emergancy Identity: Giving 5 BP for nuyen instead of 1.

Pistol Fighter: Missing Yamaha Sakura Fubuki (light Pistol), and Firearm Accessories

Machine Gun Fighter: the 2 armored vest are supposed to be 2 armored Jackets
Missing the Gas vent 3 and the Gyro Stabilization on the Stoner-Ares
Missing the tripod

Rifle Shooter: The 2 armor Vests are supposed to be armor Jackets
Missing 2 Airburst Links, 1 Bipod, 2 imaging scopes, 2 laser sights, 2 periscopes, 5 sound suppressors, and 1 Armorer Tool Kit.
The Grenades are supposed to be minigrenades with the gas being pepperpunch.

Brawler: The fake SIN is rated at 1 when it is supposed to be Rated 3.

Multi-Shooter: Grenades are supposed to be minigrenades. Missing Firearm accessories.

Weapon Augmentation: Missing Armor

Deluxe Covert Ops: Has a Camouflage Suit w/ Thermal Dampining Rating 6 instead of the Chameleon Suit w/ Thermal Dampining Rating 6. The 3 knives are missing the ceramic component modification

B&E Goods: Missing 1 Lockpick set.

Deluxe Mage gear: Missing 3 manipulation fetishes and the fetish is showing a rating.

Survivalist: Missing 1 survival Knife

Ground Combat Drones: Missing 20 points of armor modification.

Surveillance Drones: Missing Vehicle mods: Chemeleon Coating 2X Low-light and Thermographic

Spy Car: Missing the Armor Mod. Book says 20 concealed armor but that goes against the rules of max 10. 10k left over

Matrix Power User: Linguasoft is at rating 2; should be rating 3.

Hacker Pack: Novatech Navi OS and Suite: Pro User needs to be removed. Needs to be added to commlink: Armor Case(10), Biometric Lock. Also Needs adding: Customized interface, Optimization(Exploit)

I've actually gone through and made many of the fixes in a custom xml that I can send for review and possible faster repair if you like.
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ChatNoir
post Aug 12 2012, 07:26 AM
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QUOTE (Raven the Trickster @ Aug 12 2012, 03:12 AM) *
Bug report, just updated today an Muscle Toner is not adding correctly to my character. I have a human with AGI 4 and Muscle Toner 3 (in build mode, build restrictions disabled, building an opposing runner team) On the character sheet it's only showing the Agility 4, I tried dropping the Muscle Toner down to 2 and that ended up with showing Agility 4(3) instead of 4(6) which is what it should be.

Did you try to unequip the armor ? It might be the reason the agility is limited (armor encumbrance is often the problem).
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The Wrestling Tr...
post Aug 12 2012, 11:47 AM
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The "PJSS Elephant Rifle" doesn't gain the +2 dice bonus from specialization "sports rifles" under Longarms.
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ChatNoir
post Aug 12 2012, 02:43 PM
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QUOTE (The Wrestling Troll @ Aug 12 2012, 01:47 PM) *
The "PJSS Elephant Rifle" doesn't gain the +2 dice bonus from specialization "sports rifles" under Longarms.

Just tried, to be more precise, the specialisation doesn't work on any sport rifles. The fonctionnality is not however complety broken since it works on Pistols (Taser). Shouldn't be a big problem to fix that.

Well, when Nebular will have more time that right now after all those changes.
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zjvavrek
post Aug 12 2012, 09:32 PM
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First, of course, many many thanks for this wonderful tool. I've been using it for months now and enjoying it immensely. (Had trouble finding a good group, decided I'd just start making character sheets to enjoy for their own sake and teach myself other character types.)

Now, the problem I've noticed. Apologies if someone brought this up ten pages back and it's currently in the "Hard problems that need some thought" pile.

Currently, Chummer's handling of Essence in Career Mode doesn't deal with Essence holes in any fashion, RAW or houseruled, because it gives back the Essence of a removed implant. I have an Alliterative Augmentation Addiction Adept Street Samurai which I have begun playing. I'm planning to grow the character by replacing Augmentations with Adept powers, and then slotting in other Augmentations. For example, when I have enough power to buy Improved Reflexes 2, I can simply remove Wired Reflexes 2 and have a nice big Essence hole to fill. However, I've tried this out in advance, using Chummer's Career Mode, and hit the following problem:

When I remove Wired Reflexes, Essence jumps up significantly (from 2.04 to 3.72). When I add a new item of Cyberware, if it drives Chummer's Essence count below 3, I lose another point of Magic. Even if what I add back is just the same Wired Reflexes, or an Essence Hole. I realize that the proper handling of Essence holes is, in terms of Rules-as-Written, odd and finicky in a way which provokes arguments about the best way to represent it or whether it's dumb-as-written, etc. (see Augmentation, p.128.)

I know how I would handle this for my own sake (separate counts of "current Essence" and "Essence cost of augmentations"), but I'd be using the "Essence holes are universal" houserule. I'm not sure how to best handle this in Chummer, but I want to make sure that it's a known issue. I look forward to using Chummer to record the growth of my character, and again, thank you for the wonderful tool.
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KarmaInferno
post Aug 12 2012, 10:26 PM
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You need to add in the appropriate size Essence Hole, it's one of the implant options.



-k
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zjvavrek
post Aug 12 2012, 11:46 PM
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As I said, even if I add an Essence Hole, Chummer notices the decrease from 3.x to 2.x and lowers the character's Magic. Besides, what would I do when I wanted to put in another aug? Even if "Essence Hole" didn't reduce Magic, I'd have to remove it from the sheet temporarily to add (for example) Titanium Bone Lacing, which would then drop Essence past an integer and reduce Magic.

I can use the program fine for this character if I tick the "Essence loss only reduces MAG/RES maximum" option, by keeping a note of the character's actual Essence. Somehow, I didn't think of trying that out before, because I was distracted by the program not handling this situation well.
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Scarecrow
post Aug 14 2012, 03:19 AM
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Not sure if this is a bug or not, but...

I was playing around with the PACKS, building a magician. I added several spell kits, but noticed that none of them included the spell Increase Reflexes, so I we t to add it manually. No big deal as the PACKS don't include everything. Or so I thought. As soon as I tried to add the spell, I got the messays that you cannot have more spells than twice your MAG score.

I checked my MAG score, which was 4. Gives me 8 spells. But through the PACKS, I already had a dozen easily. I ran a test, and I was able to add every PACK, which gives me more than twice MAG.

Is this a defect? Should the PACKS check for number of spells already added?
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JonathanC
post Aug 14 2012, 08:10 PM
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Does anyone know if there's a way to get Chummer running in OSX? I'd really love to be able to do chargen on the go with my laptop.
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bannockburn
post Aug 14 2012, 08:12 PM
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Virtual Machine (IMG:style_emoticons/default/wink.gif)
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Scarecrow
post Aug 14 2012, 08:13 PM
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Or run a machine with multiple partitions and install Windows on one of them.

I like the VM route - just download WINE.
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taeksosin
post Aug 14 2012, 11:18 PM
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I never had much luck with WINE, personally. I went the virtualbox (https://www.virtualbox.org/) route myself.
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forgarn
post Aug 15 2012, 01:16 PM
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Was that red, rose, or white WINE?? (IMG:style_emoticons/default/biggrin.gif)
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taeksosin
post Aug 15 2012, 09:18 PM
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All of them, mixed together in a cardboard box. Hobo style (IMG:style_emoticons/default/cool.gif)
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Valnar
post Aug 15 2012, 11:26 PM
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Just got an error message when I added a lifestyle to my character and tried to buy more months, without having selected the lifestyle beforehand. Hectic clicking and me being tired led to the loss of 2 hours work on my char, all of which could of course have been avoided by me not being stupid and saving the character frequently.
Still, it would be nice if a newly added lifestyle would be selected automatically and maybe it would be a good idea to remove the "quit" button from the error messages, if at all possible? I mean, if the error is going to crash the program, it's going to quit anyway. If it's going to freeze it, you can just go ahead and kill it manually. If neither is the case, why would I quit the program and why would I do it using the "quit" button in the error message? That button is pretty much useless and potentially hazardous to the character.
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shinyjam
post Aug 16 2012, 03:33 PM
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Not sure if it just different interpretation, but Perceptive quality in Chummer doesn't add dice to Assessing while Herolab does.
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Scarecrow
post Aug 16 2012, 08:21 PM
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I am creating a character for kicks, and I chose the Drake quality. According to the Runner's Companion, page 75, characters can choose any of the known types of dracoforms, either from the ones listed in RC or the ones in SR4A. However, when I look at Chummer after selecting the Drake quality, I don't see anywhere that I am allowed to select which dracoform the character has, which means I have to manually type in the notes the form AND its bonuses, as well as manually note that when in dracoform any augmentation bonuses don't apply.

Is this a flaw, or is this done by design due to the complexity of being a Drake?
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Thorguild
post Aug 17 2012, 06:54 PM
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I think Chummer is double counting my Power Focus 2. I have 5 Magic and 4 in the sorcery group. My Spellcasting shows as 13. The description says Skill Rating (4) + MAG(5) + Dice Pool Modifiers (4).

When I remove and add back the Focus, the pool goes to 11.

I don't know why it double counts it at first.

Thorguild
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