Irian
Oct 31 2011, 03:45 PM
Besides my still active request above, I tried to use Chummer on my netbook (1024x600) and noticed something: On the right, in "Condition Monitor", I can access the edge. Perhaps it would be possible to put everything a little bit more toegether (or make the spaces between the monitors and edge smaller, if the resolution is small). Or add an optional scroll bar?
Otherwise it works suprisingly well - I still got a bug (error message when loading a char), but as the message doesn't appear on my desktop computer, I'll wait until the Windows update is through (many .NET 4 updates) on my netbook until I post it (if it's still there, then).
Irian
Oct 31 2011, 05:09 PM
Ok, the error message ist still there on my netbook (Windows XP 32, should be the most recent .NET 4 version). It appears when loading my carrered character that loads fine on my desktop computer (Windows 7 64):
System.NullReferenceException: Object reference...
at Chummer.fmCareer.cboStream_SelectedIndexChanged(Object sender, EventArgs e)
at System.Windows.Form.ComboBox.OnSelectedIndexChanged(EventArgs e)
...
"Continue" seems to work, but the combo box in the skills tab (where you can select which skills you want to see) is empty. Additionally, the character is marked as changed, which doesn't happen when loading him on my desktop computer.
Nebular
Oct 31 2011, 05:49 PM
QUOTE (deurk @ Oct 29 2011, 08:44 AM)
- How can we have translated suggested specializations?
Forgot that you actually can't for the same reason that you can't have Knowledge Skills translated. All of the lists that limit your choices have two values: Value and Name. Value holds the value that Chummer stores in the character while Name is the name of the item in the current language. This is what lets it show things like Cyberware and Gear in English and French. The problem with Specializations and Knowledge Skills is that they're not a fixed list - the user can enter whatever text they like and the control only has Value, not Name. As a result, whatever text the user enters is the Value that the control returns, meaning that if you enter a French word, it returns a French value and the application saves the French value. There's nothing I can do to get around this.
Nebular
Oct 31 2011, 05:57 PM
QUOTE (Wooj @ Oct 31 2011, 10:33 AM)
This program is absolutely amazing. It turns character generation from an all day event to... Well it still takes a few hours, but such an improvement.
I have noticed one minor issue. I am trying to add two geas to a character, but the geas option does not show up after adding it the first time. According to the rules, characters should be able to have multiple geas, though if you break one it counts as breaking all of them (so if you had two it would be a -2 to your magic for the day)
I've updated the Qualities file to allow Geas to be taken multiple times.
Nebular
Oct 31 2011, 06:02 PM
QUOTE (Irian @ Oct 31 2011, 10:45 AM)
Besides my still active request above, I tried to use Chummer on my netbook (1024x600) and noticed something: On the right, in "Condition Monitor", I can access the edge. Perhaps it would be possible to put everything a little bit more toegether (or make the spaces between the monitors and edge smaller, if the resolution is small). Or add an optional scroll bar?
Otherwise it works suprisingly well - I still got a bug (error message when loading a char), but as the message doesn't appear on my desktop computer, I'll wait until the Windows update is through (many .NET 4 updates) on my netbook until I post it (if it's still there, then).
There is a splitter between the two sets of tabs so you should be able to move it to the left a little to try and squeeze it in there. I tried to make it start as close together as possible but that's as close as it will let me put them when it starts (I have no idea why, I set it to the minimum width but you can still move it over which shows it's starting out larger than that which really annoys me).
Looks like the character problem has something to do with a Technomancer Stream. Are you using a Stream from a custom data file that you don't have on your laptop? If not, could you email me the character (nebular@shaw.ca) so I can see where the issue might be?
Irian
Oct 31 2011, 06:17 PM
It's not the width, that makes a problem, it's the height: The edge add/subtract thingy is too far down (way below the condition monitors), so it's not on the screen. Width seems to work pretty fine.
And, as much as it shames me to say so, I know what was wrong... I''m really to dumb to use Chummer, as I simply forgot to activate the source books on my netbook. Doing so fixed the "problem". Ok, not really, I'm still dumb, but at least the exception doesn't appear anymore
What I noticed: The option screen it to big (height) on my netbook (height 600), I don't know if there's a chance to make that window at least resizable?
Irian
Oct 31 2011, 07:57 PM
Another idea, that seems not to be there atm: The values of the technomancer's biological comlink. Would probably fit nicely on the cf page?
deurk
Oct 31 2011, 09:15 PM
QUOTE (Nebular @ Oct 31 2011, 05:49 PM)
Forgot that you actually can't for the same reason that you can't have Knowledge Skills translated. All of the lists that limit your choices have two values: Value and Name. Value holds the value that Chummer stores in the character while Name is the name of the item in the current language. This is what lets it show things like Cyberware and Gear in English and French. The problem with Specializations and Knowledge Skills is that they're not a fixed list - the user can enter whatever text they like and the control only has Value, not Name. As a result, whatever text the user enters is the Value that the control returns, meaning that if you enter a French word, it returns a French value and the application saves the French value. There's nothing I can do to get around this.
Understandable, unless you feed those lists from an external file at character loading?
Nebular
Oct 31 2011, 09:28 PM
QUOTE (deurk @ Oct 31 2011, 04:15 PM)
Understandable, unless you feed those lists from an external file at character loading?
Y'know, I'm not too sure why I didn't think of this before... I was worried about Specializations and Knowledge Skills not translating when the user changes the language, but that's currently the case right now anyways and can't change thanks to that little limitation. People will just enter them in their desired language so why don't I just populate the list with the strings for the current language? Duh.
deurk
Oct 31 2011, 09:29 PM
QUOTE (Nebular @ Oct 31 2011, 09:28 PM)
Y'know, I'm not too sure why I didn't think of this before... I was worried about Specializations and Knowledge Skills not translating when the user changes the language, but that's currently the case right now anyways and can't change thanks to that little limitation. People will just enter them in their desired language so why don't I just populate the list with the strings for the current language? Duh.
That's a bit what I thought but you got me afraid I was forgetting something quite important
When's your game break (just picked-up Uncharted 3 from the store)?
Jazz
Oct 31 2011, 09:32 PM
QUOTE (Jazz @ Oct 30 2011, 02:43 PM)
* Where are the source/page of the Critters ?
QUOTE (Nebular @ Oct 30 2011, 05:35 PM)
The source and page information are the same tags as everywhere else. They're the last 2 tags in the <metatype /> block.
Not that, I was speaking about source/page displays for critters in Chummer ?
I can't find any, for critters (or that's me again) : deurk "translated" the tags, but I can't check the result.
For powers, I suppose you can find them in critters powers, but I'm only telling that by memory.
I wonder if it's possible to quickly check page/source via maybe a rigth click or on the item's description for unique items like qualities, powers etc, because you actually need to remove the qualities and put it back in, since you only can display source/page them via the search menu.
Jazz
Oct 31 2011, 09:44 PM
QUOTE (Irian @ Oct 31 2011, 08:57 PM)
Another idea, that seems not to be there atm: The values of the technomancer's biological comlink. Would probably fit nicely on the cf page?
I was about to propose that aswell.
I was thinking about a new "Comlink" tab, for hackers aswell, with a drop-down menu with all the commlinks you have access (including biological ones), thinking of this like a kind of the begining of a "cheat sheet" aswell.
Nebular, if you want to classify the database up to what should be a software and what shouldn't, for stuff that we translated (we can't prononce on the other stuff), I'm willing to help to do that.
I think it would be better if softwares that can go on commlink gets separated from hardware. Without removing the existing gear fonctionalities, of course, if you want to upgrade your 'nades with personality softwares. The can of worm is how would you transmit the program from the gear tab to a commlink in the commlink tab and vice versa (yummy, paydata).
Much like the same problem for vehicle equipement <-> gear tab, in fact.
But I have a halloween list of db bug that'll makes you scared to do before
Jazz
Oct 31 2011, 09:46 PM
Oh btw, Critter's "metatype", next to the character name in the Common tab, uses the english strings.
And some pop-up questions are asked in english, but I can't remember which ones, I'll to note them next time.
Jazz
Oct 31 2011, 10:01 PM
QUOTE (deurk @ Oct 31 2011, 10:29 PM)
When's your game break (just picked-up Uncharted 3 from the store)?
Mine is soon, because Batman is coming in a few days and Ezio comes back quite soon after. Gamer on strike
Nebular
Oct 31 2011, 10:05 PM
QUOTE (deurk @ Oct 31 2011, 04:29 PM)
That's a bit what I thought but you got me afraid I was forgetting something quite important
When's your game break (just picked-up Uncharted 3 from the store)?
November 11 - 21 so there's still time to work out the translation stuff.
deurk
Oct 31 2011, 10:05 PM
Could we please change time as well in journal entries?
Nebular
Oct 31 2011, 10:12 PM
QUOTE (Irian @ Oct 31 2011, 02:57 PM)
Another idea, that seems not to be there atm: The values of the technomancer's biological comlink. Would probably fit nicely on the cf page?
Good idea. I'll add it for the next update.
deurk
Oct 31 2011, 10:14 PM
QUOTE (Jazz @ Oct 31 2011, 09:46 PM)
And some pop-up questions are asked in english, but I can't remember which ones, I'll to note them next time.
Add a quality, title is translated, content is not.
Nebular
Oct 31 2011, 10:19 PM
QUOTE (Jazz @ Oct 31 2011, 04:46 PM)
And some pop-up questions are asked in english, but I can't remember which ones, I'll to note them next time.
There are a few that will always be in English - one that appears if the language file cannot be loaded, and anything to do with verifying translation files (if you're translating from English into another language, it's safe to assume that they can read the English text for that
- it also cannot assume that the strings exist in the selected language file). The rest
should all appear in the selected language provided the keys match (though something might have slipped by
)
Edit: and of course I'm shown otherwise right after posting this.
ShadowWalker
Oct 31 2011, 11:37 PM
QUOTE (Nebular @ Oct 31 2011, 12:49 PM)
Forgot that you actually can't for the same reason that you can't have Knowledge Skills translated. All of the lists that limit your choices have two values: Value and Name. Value holds the value that Chummer stores in the character while Name is the name of the item in the current language. This is what lets it show things like Cyberware and Gear in English and French. The problem with Specializations and Knowledge Skills is that they're not a fixed list - the user can enter whatever text they like and the control only has Value, not Name. As a result, whatever text the user enters is the Value that the control returns, meaning that if you enter a French word, it returns a French value and the application saves the French value. There's nothing I can do to get around this.
Could you not ignore knowledge skills. That is to say, if the language is English load knowledge skills from the English files, if the language is french load the knowledge skills from the French files, and not load from the English files at all where knowledge skills are concerned. There doesn't really need to be any translation, it's just different lists of skills. In reality the knowledge skill list is more of a custom list than a set in stone list like active skills.
I suggest moving knowledge/language skills outside of the skills file all together and give them their own knowledge skills file.
Dantic
Nov 1 2011, 01:14 AM
When I try to add an echo, I get an Unhandled eception. Object reference not set to an instance of an object.
I put the details below.
[ Spoiler ]
************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at Chummer.LanguageManager.GetString(String strKey)
at Chummer.frmSelectMetamagic.RequirementMet(XmlNode m_node, Boolean blnShowMessage)
at Chummer.frmSelectMetamagic.BuildMetamagicList()
at Chummer.frmSelectMetamagic.frmSelectMetamagic_Load(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnLoad(EventArgs e)
at System.Windows.Forms.Form.OnCreateControl()
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.Form.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)
ChatNoir
Nov 1 2011, 11:50 AM
I agree completely with the idea of a general "commlinks tab" with condition monitors andother stuff !
On another topic, a simple change could be made and would improve the extensive note user's life a lot : the ability to resize the popups. I know guys that put a lot of stuff (spells or gear descriptions, or whatever else) in those notes and sometimes it's a bit small.
deurk
Nov 1 2011, 12:05 PM
QUOTE (ChatNoir @ Nov 1 2011, 11:50 AM)
On another topic, a simple change could be made and would improve the extensive note user's life a lot : the ability to resize the popups. I know guys that put a lot of stuff (spells or gear descriptions, or whatever else) in those notes and sometimes it's a bit small.
+1 on that
Dakka Dakka
Nov 1 2011, 12:36 PM
If you have a lot of armor items a page break option after qualities would be nice, especially if the condition monitor stayed on page 1.
Nebular
Nov 1 2011, 01:31 PM
QUOTE (Dantic @ Oct 31 2011, 08:14 PM)
When I try to add an echo, I get an Unhandled eception. Object reference not set to an instance of an object.
I put the details below.
This will be fixed in the next update.
Nebular
Nov 1 2011, 01:32 PM
QUOTE (ChatNoir @ Nov 1 2011, 06:50 AM)
On another topic, a simple change could be made and would improve the extensive note user's life a lot : the ability to resize the popups. I know guys that put a lot of stuff (spells or gear descriptions, or whatever else) in those notes and sometimes it's a bit small.
Easily done. In the next update.
ChatNoir
Nov 1 2011, 01:41 PM
Thanks.
KeyMasterOfGozer
Nov 1 2011, 02:31 PM
Ok, I have completed a More comprehensive Vehicle/Drone Printout sheet:
VehicleBlock.xslNebular likes it, so now it's time to put it out for you guys to comment on. If there is anything missing, let me know. If everything looks ok, then Nebular will put this into the regular distribution.
Irian
Nov 1 2011, 03:11 PM
When I try to use it, there's the following exception...
[ Spoiler ]
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.Xml.Xsl.XslLoadException: XSLT compile error. An error occurred at D:\Programme\Chummer\sheets\VehicleBuild.xsl(0,0). ---> System.Xml.XmlException: For security reasons DTD is prohibited in this XML document. To enable DTD processing set the DtdProcessing property on XmlReaderSettings to Parse and pass the settings into XmlReader.Create method.
at System.Xml.XmlTextReaderImpl.Throw(Exception e)
at System.Xml.XmlTextReaderImpl.ThrowWithoutLineInfo(String res)
at System.Xml.XmlTextReaderImpl.ParseDoctypeDecl()
at System.Xml.XmlTextReaderImpl.ParseDocumentContent()
at System.Xml.XmlTextReaderImpl.Read()
at System.Xml.Xsl.Xslt.XsltInput.ReadNextSibling()
at System.Xml.Xsl.Xslt.XsltInput.FindStylesheetElement()
at System.Xml.Xsl.Xslt.XsltLoader.LoadDocument()
at System.Xml.Xsl.Xslt.XsltLoader.LoadStylesheet(XmlReader reader, Boolean include)
--- End of inner exception stack trace ---
at System.Xml.Xsl.Xslt.XsltLoader.LoadStylesheet(XmlReader reader, Boolean include)
at System.Xml.Xsl.Xslt.XsltLoader.Load(XmlReader reader)
at System.Xml.Xsl.Xslt.XsltLoader.Load(Compiler compiler, Object stylesheet, XmlResolver xmlResolver)
at System.Xml.Xsl.Xslt.Compiler.Compile(Object stylesheet, XmlResolver xmlResolver, QilExpression& qil)
at System.Xml.Xsl.XslCompiledTransform.LoadInternal(Object stylesheet, XsltSettings settings, XmlResolver stylesheetResolver)
at System.Xml.Xsl.XslCompiledTransform.Load(String stylesheetUri)
at Chummer.frmViewer.GenerateOutput()
at Chummer.frmViewer.cboXSLT_SelectedIndexChanged(Object sender, EventArgs e)
at System.Windows.Forms.ComboBox.OnSelectedIndexChanged(EventArgs e)
at System.Windows.Forms.ComboBox.WmReflectCommand(Message& m)
at System.Windows.Forms.ComboBox.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)
Anything I missed?
deurk
Nov 1 2011, 03:40 PM
QUOTE (deurk @ Oct 31 2011, 10:05 PM)
Could we please change time as well in journal entries?
Any opinion on that Nebular?
Nebular
Nov 1 2011, 03:47 PM
QUOTE (deurk @ Nov 1 2011, 10:40 AM)
Any opinion on that Nebular?
Have to look and see if the control will support it.
Nebular
Nov 1 2011, 03:49 PM
QUOTE (Irian @ Nov 1 2011, 10:11 AM)
When I try to use it, there's the following exception...
Looks like the link on here goes to an invalid URL, so you'll have downloaded a "file" that contains nothing.
This one should worK:
VehicleBlock.xsl
KeyMasterOfGozer
Nov 1 2011, 04:49 PM
QUOTE (Nebular @ Nov 1 2011, 10:49 AM)
Looks like the link on here goes to an invalid URL, so you'll have downloaded a "file" that contains nothing.
This one should worK:
VehicleBlock.xslOoops, I'm a moron. That's what I get for not Previewing the post. I corrected my post above as well.
Jazz
Nov 1 2011, 05:41 PM
http://imageshack.us/photo/my-images/268/hahahahahaau.jpg/CODE
Gear.xml
* sim recording (priced wrong, should be 5-200) [SR4A 331]
* BTL recording (priced wrong, should be 20-200) [SR4A 331]
* Some weapon accessories as items (esp consumables, like the silencer for exemple)
* Autosofts (Clearsight) can't be hacked. Maybe others too.
* Missing item : Static Scene Laser Monitoring System [AR 60] (or I didn't checked that well)
* Got a crash when adding an Emotitoy non mobile in vehicle tab) (should not be a vehicle, at least for the non mobile version), maybe because the non mobile category do not exists for drones and vehicles.
* Category reorg maybe ? What about the big one from Runner's toolkit ?
* Many thing related to softwares are not handled very well like virus (should be an option)
Armor.xml
* Victory industrious hard hat [AR 47] should be placed in helmet. It was translated and classified as a working helmet in french (you know, that yellow helmet of building workers).
* No need to insist, but you know what I think of desert suits & co;)
Cyberware.xml
* Auto injectors thingy should be rating 1-7, since it can have +1 to +6 dose (or 1-7 doses), depending if you buy Extra dose capacity or not.
* About skinlink, I think you should left it in gear.xml, and make cyberwares thingies upgradable by all the item in skinlink category of gear (and maybe others).
Program.xml
* Too many things to verify in one hour or two.
Other bugs
CODE
* Autoselected dwarf at character creation startup
* Carrier - Still possible to rigth click/remove in Karma & Nuyen tab and "Undo expense" without having selected a line
* Creation - Skill specialization = one space or many are considered as specializations. They shouldn't, and name should reset.
* Some items are still created via language .xml. For exemple Nexus (Personna limit comes from language file) and (still) maybe sides of cyberarms.
* [url=http://forums.dumpshock.com/index.php?showtopic=34674&st=2075&p=1107252&#entry1107252]This bug[/url] (that time, tested in english version).
* You can't remove a quality via the suppr od delete key.
* Bioware Essence holes are still considered as bioware ess loss toward the "if cyberware ess loss > bioware ess loss then bioware ess loss is divided by 2".
* Cyberware Essence holes are still considered as cyberware ess loss toward the "if bioware ess loss > cyberware ess loss then cyberware ess loss is divided by 2".
* Critter source/page displays nowhere in Chummer, maybe a good place would be put under "metatype" in the common table.
* The "verify data file" button get mess with custom files.
* You should change all the Label_Range with their dicepool modifiers next to the name. In french, that's neat (I think)
I'm sure I forgot something. Anyway, happy Halloween, or Sammain, like celts says
deurk
Nov 1 2011, 07:30 PM
QUOTE (Jazz @ Nov 1 2011, 05:41 PM)
* Auto injectors thingy should be rating 1-7, since it can have +1 to +6 dose (or 1-7 doses), depending if you buy Extra dose capacity or not.
Nope, page 39 of Augmentations says: "Les autoinjecteurs typiques transportent une dose, mais des versions existent qui en contiennent jusqu’à six."
deurk
Nov 1 2011, 07:40 PM
Nebular, could you name character tabs with the alias when it exists rather than character name? Or maybe put an option in there to choose from both?
Thanks.
McDougle
Nov 1 2011, 10:01 PM
So... before you go on vacation:
Did "custom spells"(handled like advanced lifestyle) make it to your to-do-list?
Dakka Dakka
Nov 1 2011, 10:01 PM
The small container of nanopaste disguise should not have a rating.
deurk
Nov 1 2011, 11:25 PM
What would rock for all the little notes one can add to his character would be to have them as javascript popups on the HTML export of the character file. Is there any way you can pull this out?
deurk
Nov 2 2011, 12:24 AM
Is it me or does adding notes not trigger the save dialog when exiting?
ShadowWalker
Nov 2 2011, 12:49 AM
The Ergonomic program option has no rating, so it should be removed from the AI version.
It would be nice to be able to have locations in vehicles as well, as part of the vehicle.
Showing what's were in the vehicle, such as Trunk, Backseat, etc.
deurk
Nov 2 2011, 10:44 AM
- Skinlink is not available as of armor plugins.
- Regular holster is not available either (although concealable and quick holsters are).
blackhawk1w
Nov 2 2011, 12:12 PM
I just got in here and looking though Chummer I do not see any stuff from runners companion is there and update somewhere I need to add that in? Also was trying to add Military armor but nothing is showing up. So looking good so far but we play an expanded game with all book available. Thanks again for any help
deurk
Nov 2 2011, 12:13 PM
QUOTE (blackhawk1w @ Nov 2 2011, 12:12 PM)
I just got in here and looking though Chummer I do not see any stuff from runners companion is there and update somewhere I need to add that in? Also was trying to add Military armor but nothing is showing up. So looking good so far but we play an expanded game with all book available. Thanks again for any help
Go into the options and toggle the extension books you want to have available within Chummer (restart it after doing so).
Nebular
Nov 2 2011, 01:38 PM
QUOTE (Jazz @ Nov 1 2011, 12:41 PM)
http://imageshack.us/photo/my-images/268/hahahahahaau.jpg/CODE
Gear.xml
* sim recording (priced wrong, should be 5-200) [SR4A 331]
* BTL recording (priced wrong, should be 20-200) [SR4A 331]
* Some weapon accessories as items (esp consumables, like the silencer for exemple)
* Autosofts (Clearsight) can't be hacked. Maybe others too.
* Missing item : Static Scene Laser Monitoring System [AR 60] (or I didn't checked that well)
* Got a crash when adding an Emotitoy non mobile in vehicle tab) (should not be a vehicle, at least for the non mobile version), maybe because the non mobile category do not exists for drones and vehicles.
* Category reorg maybe ? What about the big one from Runner's toolkit ?
* Many thing related to softwares are not handled very well like virus (should be an option)
Armor.xml
* Victory industrious hard hat [AR 47] should be placed in helmet. It was translated and classified as a working helmet in french (you know, that yellow helmet of building workers).
* No need to insist, but you know what I think of desert suits & co;)
Cyberware.xml
* Auto injectors thingy should be rating 1-7, since it can have +1 to +6 dose (or 1-7 doses), depending if you buy Extra dose capacity or not.
* About skinlink, I think you should left it in gear.xml, and make cyberwares thingies upgradable by all the item in skinlink category of gear (and maybe others).
Program.xml
* Too many things to verify in one hour or two.
You cannot have items with a variable price without them being tide to a Rating, so I went with the lowest. If you need higher prices Sim or BTL Recordings then either custom items need to be added or additional amounts Nuyen need to be deducted in Career Mode.
The Static Scene Laser Monitoring System does not have stats anywhere in the book, errata, or Runner's Toolkit, so I cannot enter it without having its stats.
Emotitoys will stay where they are as they can be modified exactly like Drones whether they're mobile or not.
I've looked at changing the categories around to match the Runner's Toolkit booklet more closely but it will be a fair amount of work to remap some of this and will not result in a fewer number of Categories.
It'll still happen though as there are some more logical groupings and help clear some stuff up.
The Auto-Injector's Extra Dose Capacity can bringing it up to a maximum of 6 doses, not give it 6 additional doses. "... but versions exist that hold up to six doses." from AR 39.
For the last time, Skinlink isn't moving as it's a valid Cyberware option and I'm not about to go through the large effort of adding support for Gear to Cyberware for just so Skinlink can be exclusively in Gear. It's also a valid Weapon Mod and Armor plugin. Things like Low Light Vision and Themograhpic Vision exist in both Cyberware and Gear as well because they're valid choices in both places. Skinlink is no different. Please stop bringing this up.
Nebular
Nov 2 2011, 01:39 PM
QUOTE (McDougle @ Nov 1 2011, 05:01 PM)
So... before you go on vacation:
Did "custom spells"(handled like advanced lifestyle) make it to your to-do-list?
Yes, they're something I'm going to look at to see if they're possible at some point.
blackhawk1w
Nov 2 2011, 01:40 PM
Thank you
Irian
Nov 2 2011, 01:41 PM
I found a small bug (I think):
I had to remove and add (for free) a quality (Analytical Mind) for some change to work. This lead to an "expense" entry, which had a cost of zero (because of "free"). But when trying to open this entry (to change description and date), the program threw an exception: It seems, that the zero value isn't allowed in the dialog.
Nebular
Nov 2 2011, 01:45 PM
QUOTE (deurk @ Nov 2 2011, 05:44 AM)
- Skinlink is not available as of armor plugins.
- Regular holster is not available either (although concealable and quick holsters are).
Skinlink is added to Armor by adding the Skinlink Gear to it.
I cannot find any reference to a standard holster - the SR4A book only mentions Concealable Holsters and Quick-Draw Holsters. It doesn't even have page references to the other sourcebooks for standard ones. Am I missing something?
Nebular
Nov 2 2011, 01:48 PM
QUOTE (Dakka Dakka @ Nov 1 2011, 05:01 PM)
The small container of nanopaste disguise should not have a rating.
Looks like I put the Avail in the Rating field by mistake. Gear file has been updated to correct this.
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