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Sengir
Well, fixing the AK-127 turned out to be difficult because Chummer considers the two drum sizes to be separate mods (probably to account for concealability), so I would have had to make two different AK-127s, one with 50 and one with 100 rd mags. I rather decided to leave it as it is.
Another change I DID make and you will probably want to know about is the Sternschutz ZK cyber suite: The description in the book says it includes Wired Reflexes 1, but from the price/Essence it becomes apparent that it's supposed to be Reaction Enhancers one. I edited the suite accordingly, but maybe you want to include Reflexes and adjust the other stats, or just leave it as it is...

CODE
<?xml version="1.0" encoding="UTF-8"?>
<pseudoroot>
    <!-- weapons xml -->
    <weapons>

        <weapon>
            <name>Enfield Merlin</name>
            <category>Heavy Pistols</category>
            <type>Ranged</type>
            <reach>0</reach>
            <damage>5P</damage>
            <ap>-1</ap>
            <mode>SA</mode>
            <rc>0</rc>
            <ammo>6(cy)</ammo>
            <conceal>0</conceal>
            <avail>9R</avail>
            <cost>625</cost>
            <allowaccessory>true</allowaccessory>
            <accessorymounts>
                <mount>Barrel</mount>
                <mount>Top</mount>
            </accessorymounts>
            <mods>
                <mod>Ammo Skip System</mod>
                <mod>Smartgun System</mod>
            </mods>
            <source>ARG</source>
            <page>0</page>
        </weapon>
    </weapons>


    <!-- gear.xml -->
    <gears>
        <gear>
            <name>Ammo: AS-113o Dart</name>
            <category>Ammunition</category>
            <addoncategory>Drugs</addoncategory>
            <addoncategory>Toxins</addoncategory>
            <rating>0</rating>
            <avail>9R</avail>
            <costfor>1</costfor>
            <cost>9</cost>
            <source>ARG</source>
            <page>0</page>
        </gear>
    </gears>
    
    <armors>
        <armor>
            <name>Anielski-Joop Reconquista Overcoat</name>
            <category>Clothing</category>
            <b>+3</b>
            <i>+2</i>
            <armorcapacity>0</armorcapacity>
            <mods>
                <name rating="3">Chemical Protection</name>
            </mods>
            <avail>10</avail>
            <cost>2000</cost>
            <source>ARG</source>
            <page>0</page>
        </armor>
        
        <armor>
            <name>dressCODE CYBERPIRATE Jacket</name>
            <category>Clothing</category>
            <b>+3</b>
            <i>+2</i>
            <armorcapacity>0</armorcapacity>
            <mods>
                <name rating="2">Chemical Protection</name>
            </mods>
            <avail>7</avail>
            <cost>500</cost>
            <source>ARG</source>
            <page>0</page>
        </armor>
        
        <armor>
            <name>SK Myrmidon Armor</name>
            <category>Military Grade Armor</category>
            <b>16</b>
            <i>14</i>
            <armorcapacity>10</armorcapacity>
            <avail>24F</avail>
            <cost>32500</cost>
            <addmodcategory>Chemical Seal</addmodcategory>
            <addmodcategory>Military Grade Armor</addmodcategory>
            <mods>
                <name>Chemical Seal</name>
                <name rating="3">Thermal Damping</name>
                <name>Articulated Weapon Arm</name>
            </mods>
            <source>ARG</source>
            <page>0</page>
        </armor>
        
        <armor>
            <name>SK Myrmidon Helmet</name>
            <category>Helmets and Shields</category>
            <addoncategory>Vision Enhancements</addoncategory>
            <addoncategory>Audio Enhancements</addoncategory>
            <b>+2</b>
            <i>+2</i>
            <armorcapacity>3</armorcapacity>
            <avail>24F</avail>
            <cost>15000</cost>
            <gears>
                <usegear>Ultrasound</usegear>
                <usegear>Olfactory Sensor</usegear>
            </gears>
            <source>ARG</source>
            <page>0</page>
        </armor>
    </armors>
    
    <!-- vehicles.xml -->
    <vehicles>
        <vehicle>
            <name>BMW Trollhammer w/ Metahuman Adaptation (Chopper)</name>
            <category>Bikes</category>
            <handling>2</handling>
            <accel>10/30</accel>
            <speed>135</speed>
            <pilot>1</pilot>
            <body>8</body>
            <armor>5</armor>
            <sensor>1</sensor>
            <devicerating>3</devicerating>
            <avail>0</avail>
            <cost>10500</cost>
            <mods>
                <name>Metahuman Adjustment, Troll</name>
            </mods>
            <gears>
                <gear>Vehicle Sensor</gear>
            </gears>
            <source>ARG</source>
            <page>0</page>
        </vehicle>
    </vehicles>
    
    <vehicle>
        <name>Mercedes Multimog Greif (Command Vehicle)</name>
        <category>Military, Security and Medical Craft</category>
        <handling>-1</handling>
        <accel>10/25</accel>
        <speed>110</speed>
        <pilot>3</pilot>
        <body>16</body>
        <armor>16</armor>
        <sensor>3</sensor>
        <devicerating>4</devicerating>
        <avail>22R</avail>
        <cost>88700</cost>
        <mods>
            <name>Drone Rack, Small Landing</name>
            <name>Drone Rack, Small Landing</name>
            <name rating="2">ECM</name>
            <name rating="2">ECCM</name>
            <name rating="6">Personal Armor</name>
            <name>Life Support Level 1</name>
            <name>Satellite Communication</name>
            <name>Gun Port</name>
            <name>Gun Port</name>
        </mods>
        <gears>
            <gear>Vehicle Sensor</gear>
            <gear rating="2">ECCM</gear>
        </gears>
        <source>ARG</source>
        <page>0</page>
    </vehicle>
    
    
    <!-- cyberware.xml -->
    <suite>
        <name>NeoNET/Spin-X Sternschutz Standard ZK</name>
        <grade>Standard</grade>
        <cyberwares>
            <cyberware>
                <name>Commlink</name>
            </cyberware>
            <cyberware>
                <name>Smartlink</name>
            </cyberware>
            <cyberware>
                <name>Datajack</name>
            </cyberware>
            <cyberware>
                <name>Bone Lacing (Kevlar)</name>
            </cyberware>
            <cyberware>
                <name>Reaction Enhancers</name>
                <rating>1</rating>
            </cyberware>
        </cyberwares>
    </suite>
    <suite>
        <name>NeoNET/Spin-X Sternschutz Alpha ZK</name>
        <grade>Alphaware</grade>
        <cyberwares>
            <cyberware>
                <name>Commlink</name>
            </cyberware>
            <cyberware>
                <name>Smartlink</name>
            </cyberware>
            <cyberware>
                <name>Datajack</name>
            </cyberware>
            <cyberware>
                <name>Bone Lacing (Kevlar)</name>
            </cyberware>
            <cyberware>
                <name>Reaction Enhancers</name>
                <rating>1</rating>
            </cyberware>
        </cyberwares>
    </suite>
</pseudoroot>



PS: While I'm at it, how the hell do I remove a weapon from a weapon mount (not delete it, move to my inventory)? I'm quite sure it worked some time ago and now I can't find the darned option...
Nebular
QUOTE (deurk @ Nov 20 2011, 11:00 PM) *
  • Carrier mode allows player to add/remove edge points but does not display current edge on character sheets

It does display the character's current Edge. If you have EDG 2 and spent 1, EDG appears at 2 (1) like any other augmented Attribute.
Nebular
QUOTE (Sengir @ Nov 21 2011, 12:51 PM) *
Well, fixing the AK-127 turned out to be difficult because Chummer considers the two drum sizes to be separate mods (probably to account for concealability), so I would have had to make two different AK-127s, one with 50 and one with 100 rd mags. I rather decided to leave it as it is.
Another change I DID make and you will probably want to know about is the Sternschutz ZK cyber suite: The description in the book says it includes Wired Reflexes 1, but from the price/Essence it becomes apparent that it's supposed to be Reaction Enhancers one. I edited the suite accordingly, but maybe you want to include Reflexes and adjust the other stats, or just leave it as it is...

CODE
... Stuff! ...


PS: While I'm at it, how the hell do I remove a weapon from a weapon mount (not delete it, move to my inventory)? I'm quite sure it worked some time ago and now I can't find the darned option...

Thanks! I've updated the data files to include the changes you provided.

As for the Weapons, you currently cannot move things from a Vehicle to your inventory. I'm hoping to get around to adding support for moving Gear between a character and Vehicles. I'll add transferring Weapons to the list as well.
gamergurl23
Sooo... I'm not the most tech savvy person in the world, but I want to make a shapeshifter for an animal that's not in the list. How would I go about doing that?
deurk
QUOTE (Nebular @ Nov 22 2011, 02:11 AM) *
It does display the character's current Edge. If you have EDG 2 and spent 1, EDG appears at 2 (1) like any other augmented Attribute.

My bad.
CeeJay
QUOTE (Nebular @ Nov 21 2011, 05:59 PM) *
Weapons file has been updated to add missing Smartgun Mods for the HK Urban Fighter and HK Urban Combat, as well as letting them have Accessories.

Ah, that reminds me of another little bug. The Nitama Optimum II assault rifle has an underbarrel shotgun that, unlike other underbarrel weapons, is not in the weapons list.

-CJ
Minimax le Rouge
QUOTE (Minimax le Rouge @ Nov 18 2011, 11:54 AM) *
Some problem when creating a ghoul character:
* Ghouls are blind, so i must loose the low-light or thermographic vision of metahuman type/variants.
* when adding cyberware, i can't drop the magic score to zero. It always cost more karma keeping magic to 1. And cybereyes must also lead to loose the metatype/variant special vision


Hello,
could you enable user to manually remove special visions of metahuman type/variants?
and could you enable user to burn the last magic point they have if they want it?

PS: i know my english is horrible, sorry about it, buggy cracked linguasoft...
Sengir
QUOTE (Nebular @ Nov 22 2011, 02:25 AM) *
As for the Weapons, you currently cannot move things from a Vehicle to your inventory. I'm hoping to get around to adding support for moving Gear between a character and Vehicles. I'll add transferring Weapons to the list as well.

I'm pretty sure I did swap a drone weapon a couple of weeks ago, but probably I used Oxygen and misremembered wink.gif

And I introduced a stupid bug, the Greif now has ECCM once under <mods> and once under <gears>. Needs to be reverted to having the ECCM just under <gears> embarrassed.gif
Nebular
QUOTE (Sengir @ Nov 22 2011, 10:49 AM) *
I'm pretty sure I did swap a drone weapon a couple of weeks ago, but probably I used Oxygen and misremembered wink.gif

And I introduced a stupid bug, the Greif now has ECCM once under <mods> and once under <gears>. Needs to be reverted to having the ECCM just under <gears> embarrassed.gif

I noticed that when I was adding the changes you provided and left out the Vehicle Mod version of ECCM sincie it doesn't exist, so the file I have posted is okay. biggrin.gif
Nebular
QUOTE (gamergurl23 @ Nov 21 2011, 10:35 PM) *
Sooo... I'm not the most tech savvy person in the world, but I want to make a shapeshifter for an animal that's not in the list. How would I go about doing that?

You would need to create a custom data file for Metatypes, then add the necessary XML. The easiest way to do this is to copy the existing metatypes.xml file to another file called custom_metatypes.xml. Edit the file in a text editor like Notepad. Remove the <version> line and strip out everything except for one of the Shapeshifters. From there you can change the Attributes, Qualities, Critter Powers, and the like for your desired Shifter. The Chummer Wiki lists all of the tags for the Metatypes XML file if you want to see all of the possibilities.
Nebular
QUOTE (CeeJay @ Nov 22 2011, 01:25 AM) *
Ah, that reminds me of another little bug. The Nitama Optimum II assault rifle has an underbarrel shotgun that, unlike other underbarrel weapons, is not in the weapons list.

-CJ

Thanks for pointing that out. I've updated the Weapons data file to include this.
Nebular
QUOTE (Minimax le Rouge @ Nov 22 2011, 02:37 AM) *
Hello,
could you enable user to manually remove special visions of metahuman type/variants?
and could you enable user to burn the last magic point they have if they want it?

PS: i know my english is horrible, sorry about it, buggy cracked linguasoft...

Both of these are in my to do list, so I'll eventually get around to looking at them. smile.gif I'll have an update ready a little later today that should clear some stuff off of that list at least.
Nebular
Build 250
  • A.I.s can now select Commlink and Vehicles as their Home Node
  • corrected the tooltip for Career Karma
  • printout XML no longer includes object GUIDs
  • Gear now includes <bonded /> and <equipped /> in the printout XML
  • Gear and Vehicles now include <homenode /> in the printout XML
  • Adept Powers are now correctly limited by the character's total MAG instead of the MAG allocated only to the character's Adept aspect
  • Settings File list is now sorted correctly to prevent file mismatches
  • Hacked and Do It Yourself Gear now apply the correct cost modifiers to Gear when added as plugins to Vehicles
  • Autsofts and Skillsofts can now be Hacked
  • fixed an issue that caused a Technomancer's Biofeedback Filter to never be given a Rating on printouts
  • fixed an issue that caused newly added Cyberware to select Standard Grade immediately after being added
  • fixed an issue that could cause Gear quantities to be incorrectly updated when selecting an item for the first time in Create Mode
  • fixed an issue where adding Gear as a plugin could cause the quantity of the parent item to be modified
  • added the ability to search for Complex Forms in the Select Complex Form window
  • added options to automatically add Copy Protection and Registration plugins individually to Matrix Programs (enabled by default)
  • added house rules for allowing a character to exceed 35 BP worth of Positive and Negative Qualities
  • added an option to start the application in fullscreen mode (disabled by default)
  • added a conext menu entry to edit Advanced Lifestyles
  • Search field is now selected by default when opening windows with the ability to Search
  • Gear Capacity should now calculate correctly when dealing with decimals in regions that use something other than "." to separate decimal places
  • removed redundant "Chummer" from the window title and put character Alias before the current operating mode
  • changing the number of months for a Lifestyle in Career Mode now marks the character as having unsaved changes
  • Skills now include <source /> and <page /> information on the printout XML when appropriate
  • Active Skills now show their source and page information in a tooltip
  • removed the close box from a number of limited-selection windows that require a value to be selected
  • Gear now displays the correct quantity when added as a plugin
  • added a Buy Ammo button to the Weapons tab in Career Mode which allows you to select a type of Ammo and automatically assigns the correct Weapon Category for the currently-selected Weapon
  • ampersand characters in Category and item names should no longer confuse the XML Manager when trying to match translated items
  • Drain and Fading Attributes are now translated
  • Ammo Category is now translated in the Out of Ammo message
  • Quality names are now translated in the Swap Quality message
  • Martial Art name is now translated in the Martial Art Advantage limit message
  • Complex Form and Quality names are now translated in the Confirm Karma Expense messages
  • Attribute, Skill, Skill Group, Martial Art, Complex Form, and Program Option names are now translated when creating Karma Expenses messages
  • all Improvement dialogues should now show translated item names when appropriate
  • Skill name is now translated in the Break Skill Group message
  • Radius in Weapon Damage is now translated
  • Skills now show the translated Attribute abbreviation
  • Weapon Mount is now translated for Weapon Accessories
  • Weapon Firing Modes now read from the translation file
  • Spell Descriptors, Type, Range, Damage, Duration, and DV are now translated
  • Critter Power Type, Action, Range, and Duration are now translated
  • Cyberware, Bioware, and Gear Weapons now have their Category name translated on the Weapons tab
  • included plugins that come with Cyberware (such as Cybereyes) are now properly translated when added to the character
  • Commonly Used Skill on the Complex Forms tab are now translated
New Strings
  • Tip_OtherCareerKarma
  • Tip_BuyAmmo
  • Checkbox_HomeNode
  • Menu_NameLifestyle
  • Menu_EditAdvancedLifestyle
  • Checkbox_Options_AutomaticCopyProtection
  • Checkbox_Options_AutomaticRegistration
  • Checkbox_Options_ExceedPositiveQualities
  • Checkbox_Options_ExceedNegativeQualities
  • Checkbox_Options_ExceedNegativeQualitiesLimit
  • Checkbox_Options_StartupFullscreen
  • String_DamageRadius
  • String_ModeSingleShot
  • String_ModeSemiAutomatic
  • String_ModeBurstFire
  • String_ModeFullAutomatic
  • String_ModeSpecial
  • String_SpellForce
  • String_SpellSpecial
  • String_SpellTypePhysical
  • String_SpellTypeMana
  • String_SpellDurationInstant
  • String_SpellDurationInstantLong
  • String_SpellDurationPermanent
  • String_SpellDurationSustained
  • String_SpellDurationSustainedLong
  • String_SpellDurationAlways
  • String_SpellDurationSpecial
  • String_SpellRangeLineOfSight
  • String_SpellRangeArea
  • String_SpellRangeTouch
  • String_SpellRangeTouchLong
  • String_SpellRangeSelf
  • String_DescActive
  • String_DescArea
  • String_DescDirect
  • String_DescDirectional
  • String_DescElemental
  • String_DescEnvironmental
  • String_DescExtendedArea
  • String_DescIndirect
  • String_DescMana
  • String_DescMental
  • String_DescMultiSense
  • String_DescNegative
  • String_DescObvious
  • String_DescPassive
  • String_DescPhysical
  • String_DescPsychic
  • String_DescRealistic
  • String_DescSingleSense
  • String_DescTouch
  • String_ActionAutomatic
  • String_ActionFree
  • String_ActionSimple
  • String_ActionComplex
gamergurl23
Thank you for all of the help!!!

I just have one question. When I try to add more than just the baseline metatypes to metavarients, it won't accept the file. Is this impossible to do?
SpellBinder
Any chance the version of Chummer can be coded into character save files? After this last update I've got several that now generate an error upon loading, where the skill groups, knowledge skills, and in the case of adepts their powers, all are lost. Even re-saving the file does not change this issue. Mostly for curiosity as to what version of Chummer the file was saved under, even if this is only visible if opened in Notepad.

Here's what looks like relevant data from the error that appears:


System.NullReferenceException: Object reference not set to an instance of an object.
at Chummer.CharacterOptions.LanguageBookLong(String strCode)
at Chummer.SkillControl.set_SkillName(String value)
at Chummer.frmCreate.frmCreate_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)
Nebular
QUOTE (SpellBinder @ Nov 23 2011, 12:29 AM) *
Any chance the version of Chummer can be coded into character save files? After this last update I've got several that now generate an error upon loading, where the skill groups, knowledge skills, and in the case of adepts their powers, all are lost. Even re-saving the file does not change this issue. Mostly for curiosity as to what version of Chummer the file was saved under, even if this is only visible if opened in Notepad.

Here's what looks like relevant data from the error that appears:

That's weird. I've made a quick fix for the current build you can try: http://www.dndjunkie.com/dev/chummer/ChummerFixed.zip. Let's see if that takes care of the problem.
Nebular
QUOTE (gamergurl23 @ Nov 22 2011, 06:27 PM) *
Thank you for all of the help!!!

I just have one question. When I try to add more than just the baseline metatypes to metavarients, it won't accept the file. Is this impossible to do?

If your custom Shapeshifter shows up in the Metatype list but blows up when you try to actually use it, I think I know what the snag is. I'm guessing you're also changing the Shift (whatever) Power to match your Metavariant (for example Shift (Gnome)), but the Critter Power doesn't exist so the application freaks out. Here's an example of the full XML for a custom Shapeshifter Metatype (with Gnome Metavariant) and the custom Critter Power it would need as well (I usually find working example to be the most useful):

custom_metatypes.xml:
[ Spoiler ]


custom_critterpowers.xml:
[ Spoiler ]
gamergurl23
Yep, that was it. Thanks. cyber.gif

I also discovered that it didn't like the umlaut 'e' characters in the power name. Everywhere else was fine with them. indifferent.gif
Jazz
From creation mode, checking the "ready" check and trying to save in order to go into carrier mode, exeption.

[ Spoiler ]


I also have this error on a second character, here's the report :
[ Spoiler ]


It seems to be the same error. I can provide the second character sheet if you like, Nebular (the first is a bug someone told to me).
I can get rid of the error when removing all vehicles + stuff + weapons + armor + cyberware and bioware I think.
Nebular
QUOTE (Jazz @ Nov 23 2011, 10:50 AM) *
From creation mode, checking the "ready" check and trying to save in order to go into carrier mode, exeption.

It seems to be the same error. I can provide the second character sheet if you like, Nebular (the first is a bug someone told to me).
I can get rid of the error when removing all vehicles + stuff + weapons + armor + cyberware and bioware I think.

If you could email me the save file for the character you can get, that'd be helpful (nebular@shaw.ca).
ShadowWalker
QUOTE (Nebular @ Nov 21 2011, 01:05 PM) *
This is intended. While you may be acquiring the item for free, such as stealing it from someone or just taking it off of a corpse, the item itself still has an inherent value, meaning you can turn around and sell it based on the price you enter. For example, if I were to take a BTL worth 200Y off of someone, I'd add the item to the character, mark it as free, and enter 200 in the value window. This means I could turn around and sell the item for whatever percentage the buyer is giving me of that 200Y value.


But you could end up getting more or less than you enter after negotiations and some dice rolls.
Nebular
QUOTE (ShadowWalker @ Nov 23 2011, 12:43 PM) *
But you could end up getting more or less than you enter after negotiations and some dice rolls.

That's why when you sell something it asks for a percentage and then gives you X% of the item's value (from 0% for getting hosed to 9999% for making your buyer believe it's an artifact from Dunkelzahn himself). biggrin.gif
Nebular
Not a whole lot to this one, but it does address a rather ugly problem that came up if you're using French and trying to move your character over to Career Mode that needed to be fixed ASAP.

Build 251
  • added an optional rule for Armor Degradation (disabled by default)
  • added support for Armor Degradation in Career Mode
  • added support for transferring Gear between a character's Inventory and Vehicles
  • fixed an issue where removing the last of a Gear that also created a Weapon entry would not remove the appropriate Weapon
  • fixed an issue where adding Gear that resulted in a stack would create a duplicate copy of its Weapon
  • attempting to move a character to Career Mode no longer throws an error when checking item Availability using a non-English language
New Strings
  • String_MoveGear
  • Tip_ArmorDegradationBPlus
  • Tip_ArmorDegradationBMinus
  • Tip_ArmorDegradationIPlus
  • Tip_ArmorDegradationIMinus
  • Tip_TransferToVehicle
  • Tip_TransferToInventory
deurk
There's a little typo in your Tip_ArmorDegradationBPlus string wink.gif
Nebular
QUOTE (deurk @ Nov 23 2011, 08:15 PM) *
There's a little typo in your Tip_ArmorDegradationBPlus string wink.gif

Whoops! Fixed!
Batrachian
First of all, Thanks Nebular for this wonderfull generator, it makes live a lot easier. smile.gif

The simsense booster (cyber) and the simsense accelerator (gear) do not grant an additional matrix initiative pass, even if I add the following code to the XML:
CODE
<bonus>
    <matrixinitiativepass>1</matrixinitiativepass>
</bonus>

Only the highest bonus is applied.


An other Issue/Question:
Is there a german community out there working on a translation?


*waves*

PS.: Sorry for my bad english, this isn't my mother tounge and I am a bit out of practice smile.gif
Nebular
QUOTE (Batrachian @ Nov 24 2011, 02:11 AM) *
First of all, Thanks Nebular for this wonderfull generator, it makes live a lot easier. smile.gif

The simsense booster (cyber) and the simsense accelerator (gear) do not grant an additional matrix initiative pass, even if I add the following code to the XML:
CODE
<bonus>
    <matrixinitiativepass>1</matrixinitiativepass>
</bonus>

Only the highest bonus is applied.


An other Issue/Question:
Is there a german community out there working on a translation?


*waves*

PS.: Sorry for my bad english, this isn't my mother tounge and I am a bit out of practice smile.gif

Simsense Booster and Simsense Accelerator do not have the bonuses attached to they because they only grant their bonus to the character under certain condition (in their case, only when the character is in full VR - they do not get the additional Matrix Initiative Passes when using AR). At some point I'm hoping to add support for creating your own modifiers that can be toggle on/off, but I'm not sure when that will actually be put in yet.

I actually had someone email me yesterday asking if it was OK for them to work on a German translation! It's perfectly fine with me (that's why I went with XML smile.gif) so hopefully we'll have German translation files at some point. There's a lot of stuff to translate so it will probably take some time.
ShadowWalker
QUOTE (Nebular @ Nov 24 2011, 01:30 PM) *
Simsense Booster and Simsense Accelerator do not have the bonuses attached to they because they only grant their bonus to the character under certain condition (in their case, only when the character is in full VR - they do not get the additional Matrix Initiative Passes when using AR). At some point I'm hoping to add support for creating your own modifiers that can be toggle on/off, but I'm not sure when that will actually be put in yet.

I actually had someone email me yesterday asking if it was OK for them to work on a German translation! It's perfectly fine with me (that's why I went with XML smile.gif) so hopefully we'll have German translation files at some point. There's a lot of stuff to translate so it will probably take some time.

AR uses real world Initiative though, Matrix Initiative is VR.
So Matrix Initiative should include these items.
Nebular
QUOTE (ShadowWalker @ Nov 24 2011, 01:14 PM) *
AR uses real world Initiative though, Matrix Initiative is VR.
So Matrix Initiative should include these items.

Nuts to you and your correctness! biggrin.gif For some reason I was thinking if you were dealing with the Matrix, you were working on Matrix Initiative. Duh. I'll have this corrected in the next update since it requires a logic tweak.
Nebular
As an FYI, the change in Build 250 for Adept Power max Rating being determined by their full MAG instead of Adept MAG is incorrect and will be reverted. I've re-read the FAQ and they are limited by the MAG invested in Adept.
ShadowWalker
QUOTE (Nebular @ Nov 24 2011, 04:28 PM) *
As an FYI, the change in Build 250 for Adept Power max Rating being determined by their full MAG instead of Adept MAG is incorrect and will be reverted. I've re-read the FAQ and they are limited by the MAG invested in Adept.


The question though is the FAQ question from sr4 or sr4a?
That is one of the biggest problems with the FAQ. They never updated it to sr4a. Some of the stuff it talks about was completely removed in sr4a.
And of course no errata just compounds the problem. Sadly this particular one completely contradicts what's in the book.
SpellBinder
QUOTE (Nebular @ Nov 23 2011, 07:23 AM) *
That's weird. I've made a quick fix for the current build you can try: http://www.dndjunkie.com/dev/chummer/ChummerFixed.zip. Let's see if that takes care of the problem.

Thanks. Whatever you did worked as re-opening one character sheet I knew threw an error now doesn't throw an error. Didn't do the download, but just updated as usual with your latest version. Before the update, error; right after the update, no error.
SpellBinder
QUOTE (ShadowWalker @ Nov 24 2011, 05:04 PM) *
The question though is the FAQ question from sr4 or sr4a?
That is one of the biggest problems with the FAQ. They never updated it to sr4a. Some of the stuff it talks about was completely removed in sr4a.
And of course no errata just compounds the problem. Sadly this particular one completely contradicts what's in the book.

Maybe this should be best set as an optional/house rule deal again, just like the sorcery side of mystic adept's Magic.
Jazz
Tonight report :
* Can't change the Force of an added Spirit (the combobox is grayed and btw the checkbox too)
* Can't find which spirit is combat and wich spirit is healing depending on the tradition of the mage
* Can't change the value of the rating of a credstick when it's allready in the inventory
* Can't find the source + page of an adept power when it's allready buyed.
* Removing a debt shouldn't cost karma (only nuyen, but maybe that's an houserule).
* In the buying menu, an automatic availibility pool + time would be fine.
ShadowWalker
QUOTE (Jazz @ Nov 24 2011, 08:04 PM) *
Tonight report :
* Can't change the Force of an added Spirit (the combobox is grayed and btw the checkbox too)
* Can't find which spirit is combat and wich spirit is healing depending on the tradition of the mage
* Can't change the value of the rating of a credstick when it's allready in the inventory
* Can't find the source + page of an adept power when it's allready buyed.
* Removing a debt shouldn't cost karma (only nuyen, but maybe that's an houserule).
* In the buying menu, an automatic availibility pool + time would be fine.

As far as I know all Negative Qualities cost karma to remove. Although going by the description of In Debt it sounds like it should be paid off with cash, not Karma.
It does give you BP though, which I would say means it should be paid off with Karma as well as cash.
SpellBinder
I'd say both, money & karma. A frugal shadowrunner could potentially have a debt paid off in a few runs, and then have free BP out of the deal. Of course, an inventive GM can cover that. One example:
QUOTE (From Spaceballs)
Lone Star: A million? That's unfair.
Pizza the Hutt: Unfair to the payor, but not to the payee. But you're gonna pay it, or else!
Barf: Or else what?
Pizza the Hutt: Tell him, Vinnie.
Vinnie: Or else pizza is gonna send out for *you*!
Further discussion on this should be taken to the rules forums, though.
deurk
Adding a negative quality in career mode asks for confirmation with untranslated yes/no buttons
Nebular
QUOTE (SpellBinder @ Nov 24 2011, 06:31 PM) *
Maybe this should be best set as an optional/house rule deal again, just like the sorcery side of mystic adept's Magic.

Yeah, I'm going to roll this into the same option for Spirits being limited by total MAG.
Nebular
QUOTE (ShadowWalker @ Nov 24 2011, 06:04 PM) *
The question though is the FAQ question from sr4 or sr4a?
That is one of the biggest problems with the FAQ. They never updated it to sr4a. Some of the stuff it talks about was completely removed in sr4a.
And of course no errata just compounds the problem. Sadly this particular one completely contradicts what's in the book.

Well, the FAQ was updated this year, SR4A has been the only rule book in print since it came out, and all of the material they've released since SR4A address pages from SR4A, so I would think the FAQ addresses SR4A, but this is Catalyst we're talking about... smile.gif I don't see how this completely contradicts the book. The book basically says that points invested in Magician affect Magician-related things while points put in Adept affect Adept-related things. Mystic Adepts get flexibility at the cost of never being as good as either one - the whole "jack of all trades, master of none" thing; they're not supposed to be the best of both.
Nebular
QUOTE (deurk @ Nov 25 2011, 01:16 AM) *
Adding a negative quality in career mode asks for confirmation with untranslated yes/no buttons

I don't have control over the language of any of the buttons since they're Windows dialogues... The language of any Windows buttons or functionality windows (like OK/Cancel buttons, the Print window, the Colour Select window, etc.) use the language of your Windows UI, so if your Windows UI is set to English, these elements will always use the English versions. If your Windows UI is set to French, then these should use the French versions.
Nebular
QUOTE (Jazz @ Nov 24 2011, 07:04 PM) *
* Removing a debt shouldn't cost karma (only nuyen, but maybe that's an houserule).

Well, there's nothing in the In Debt Quality that says it only needs to be paid off with Nuyen. It would make sense, but that's not how the rules say you pay off Negative Qualities. The way around this then is to simply delete the Quality from your character when it's time and make Nuyen Expense Entries for paying off the debt as needed. One could argue that simply paying off the Nuyen amount isn't enough - someone may still feel like you still owe them something or keep harassing you to "borrow" more money on terrible terms until you've paid it off with Karma as well. Sort of the same way that eliminating an Enemy doesn't actually remove the Quality - they just get replaced by another Enemy until you spend the Karma to completely remove it. Loan sharks don't just send a thank you letter and go away because you've given them the exact amount of money they were originally owed. smile.gif
ChatNoir
QUOTE (Nebular @ Nov 25 2011, 02:55 PM) *
Well, there's nothing in the In Debt Quality that says it only needs to be paid off with Nuyen. It would make sense, but that's not how the rules say you pay off Negative Qualities. The way around this then is to simply delete the Quality from your character when it's time and make Nuyen Expense Entries for paying off the debt as needed. One could argue that simply paying off the Nuyen amount isn't enough - someone may still feel like you still owe them something or keep harassing you to "borrow" more money on terrible terms until you've paid it off with Karma as well. Sort of the same way that eliminating an Enemy doesn't actually remove the Quality - they just get replaced by another Enemy until you spend the Karma to completely remove it. Loan sharks don't just send a thank you letter and go away because you've given them the exact amount of money they were originally owed. smile.gif

Yep, for my characted, I pay 9000¥ for each 5000¥ I owed + the karma. I even expect some heat from the Yaks because I'm paying too ... quickly. biggrin.gif It's not good for business. wink.gif
Nebular
QUOTE (Jazz @ Nov 24 2011, 07:04 PM) *
* Can't change the Force of an added Spirit (the combobox is grayed and btw the checkbox too)

As per the rules, Spirits summoned during character creation are automatically Bound summoned at a Force equal to the conjurer's MAG Attribute. This is why the Force and Bound fields are disabled in Create Mode. These are enabled in Career Mode since the Force of a Spirit and its Bound status are now variable.
ShadowWalker
QUOTE (Nebular @ Nov 25 2011, 08:45 AM) *
Well, the FAQ was updated this year, SR4A has been the only rule book in print since it came out, and all of the material they've released since SR4A address pages from SR4A, so I would think the FAQ addresses SR4A, but this is Catalyst we're talking about... smile.gif I don't see how this completely contradicts the book. The book basically says that points invested in Magician affect Magician-related things while points put in Adept affect Adept-related things. Mystic Adepts get flexibility at the cost of never being as good as either one - the whole "jack of all trades, master of none" thing; they're not supposed to be the best of both.

But they never cleared out the sr4 related items. They never started a brand new one. So there is still a lot of items there that has no relevance at all to sr4a. As for it being updated, it's updated in the sense that they keep adding to it.
The FAQ has stuff in it that is usable, but you have to pick through it. Which is highly unfortunate.

As for what's in the book and contradictions.
Page 195 of sr4a has the following:
QUOTE
For all other purposes, including the determination of the maximum level for adept powers, the character’s full Magic attribute is used.

That pretty much says you use the full magic attribute for calculating the maximum level of adept powers. Which makes what they have in the FAQ a complete contradiction to what is in the actual rules, or at least it's one to the copy I have.
Tech_Rat
I've noticed that racing tires aren't adding the +1 to handling..
And some of the capacities on armor mods are a little off. They seem to be taking capacity=rating, where in the case of some, it's rating(1-3)=cap[1]. I don't know about XML, but would if/then's be the best fix for this? If Rating=int(1-3) then cap=1? Just an idea, and I haven't coded anything in years.
deurk
QUOTE (Nebular @ Nov 25 2011, 02:46 PM) *
I don't have control over the language of any of the buttons since they're Windows dialogues... The language of any Windows buttons or functionality windows (like OK/Cancel buttons, the Print window, the Colour Select window, etc.) use the language of your Windows UI, so if your Windows UI is set to English, these elements will always use the English versions. If your Windows UI is set to French, then these should use the French versions.

Right, forgot my OS in in English smile.gif
Nebular
QUOTE (Tech_Rat @ Nov 25 2011, 10:36 AM) *
I've noticed that racing tires aren't adding the +1 to handling..

Racing Tires only add 10% to Accel and Speed and impose a -2 Handling penalty on slippery surfaces. They don't add a +1 Handling bonus. The errata doesn't mention any changes to Racing Tires either. I'm only looking at the description on AR 106 - am I missing something where it says they get a different bonus? The only tires I see that add +1 to Handling are Off-Road tires, but that bonus only applies to off-road driving situations and the application only handles bonuses that are always in effect (it doesn't do situational bonuses since the possible situations are limitless nyahnyah.gif).
Tech_Rat
Uh... Oops. My mistake.
Dakka Dakka
The cyberlimb averaging does weird stuff. The options are set to 5 limbs (2 arms, 2 legs, torso). I created a character with all limbs customized to AGI 6, BOD 6, STR 6, and added rating 3 enhancements to all three Attributes. The Char sheet shows me AGI 1(9), BOD 1(8), STR 1(8). AGI and STR are correct but BOD 8 is wrong if the head does not count.

Using all 6 limbs, I get another weird set of values: AGI 1(8), BOD 1(7), STR 1(7). Here all three are wrong. They should be 7/7/6
Nebular
QUOTE (Dakka Dakka @ Nov 25 2011, 12:41 PM) *
The cyberlimb averaging does weird stuff. The options are set to 5 limbs (2 arms, 2 legs, torso). I created a character with all limbs customized to AGI 6, BOD 6, STR 6, and added rating 3 enhancements to all three Attributes. The Char sheet shows me AGI 1(9), BOD 1(8), STR 1(8). AGI and STR are correct but BOD 8 is wrong if the head does not count.

Using all 6 limbs, I get another weird set of values: AGI 1(8), BOD 1(7), STR 1(7). Here all three are wrong. They should be 7/7/6

That's weird. I just tried putting togther a character in the same manner and came up with the proper numbers: BOD 1(9), AGI 1(9), and STR 1(9). The only time the numbers looked more like yours were when I accidentally added two copies of Enhanced Agility instead of one Enhanced Agility and one Enhanced Strength. Is it possible that one or more of the limbs have a duplicate of an enhancement and missing one of the others? If all of the enhancements are correct, could you email me the save file so I can see what's going on? (nebular@shaw.ca)
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