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Patrick Goodman
Running on a Windows XP machine with SP3 installed.

Had an old version of Chummer (0.0.0.169), which opened up just fine. I update the program, selecting everything on the appropriate screen, to 262. Restart Chummer. "Could not load default language file!" is the error I get. Program obviously not useful at the moment.

How can I fix this?
Nebular
There are two ways you can fix it. One is to download the entire zip file with all of its updated content (http://www.dndjunkie.com/dev/chummer/Chummer.zip) and replace everything with the contents of the zip. The other is to download the English language file (http://www.dndjunkie.com/dev/chummer/lang/en-us.xml) and place it in your Chummer\lang directory. The application made the move to supporting multiple languages a while back so I had to move all of the language information into an external file. smile.gif
Patrick Goodman
Easy and quick; gotta love that. smile.gif Thank you kindly!
Cojuzei
QUOTE (Nebular @ Dec 7 2011, 08:27 AM) *
The AK-147 in the book has an RC of 1(2). Chummer calculates the Weapon's RC value based on all of the Accessories and Mods that you have installed and shows only the total number. When you first purchase a Weapon, all of the Accessories and Mods that come with it are marked as installed, so the AK-147 will show its RC as 2. If you mark the Stock as being not install, RC drops to 1. There's no point in showing what a Weapon's base and maximum RC are for all of its options since it knows what is installed; this means the player doesn't need to do the math and figure out the Weapon's RC based on what is currently equipped - the app takes care of it and tells you the RC based on what is currently installed. smile.gif

Actually, there are 2. The carbine has an RC of 1(2), but the assault rifle (in the table under it) only has an RC of 1. You've marked both as having RC 2.

QUOTE (Nebular @ Dec 7 2011, 11:37 AM) *
I can't seem to reproduce this using any combination I've tried. Are you still having this issue? If so, could you email me an affected save file so I can see what might be causing the problem? (nebular@shaw.ca)

I no longer seem to be having this issue, no. Must've been fixed just before I posted.
Nebular
QUOTE (Cojuzei @ Dec 8 2011, 12:06 PM) *
Actually, there are 2. The carbine has an RC of 1(2), but the assault rifle (in the table under it) only has an RC of 1. You've marked both as having RC 2.

Whoops, right you are! I was looking at the AK-147 Carbine instead of the standard one. I've updated the Weapons file to correct this.
McDougle
Just had a problem loading an old character, that always worked till now(last opened the file about a month ago).

This error message fired up:
CODE
System.Xml.XPath.XPathException: '/chummer/categories/category[. = "Ein dutzend "Gefiederte Schlange"-Federn"]' ist ein ungültiger Token.
   bei MS.Internal.Xml.XPath.XPathParser.CheckToken(LexKind t)
   bei MS.Internal.Xml.XPath.XPathParser.ParsePredicate(AstNode qyInput)
   bei MS.Internal.Xml.XPath.XPathParser.ParseStep(AstNode qyInput)
   bei MS.Internal.Xml.XPath.XPathParser.ParseRelativeLocationPath(AstNode qyInput)
   bei MS.Internal.Xml.XPath.XPathParser.ParseRelativeLocationPath(AstNode qyInput)
   bei MS.Internal.Xml.XPath.XPathParser.ParseRelativeLocationPath(AstNode qyInput)
   bei MS.Internal.Xml.XPath.XPathParser.ParseLocationPath(AstNode qyInput)
   bei MS.Internal.Xml.XPath.XPathParser.ParsePathExpr(AstNode qyInput)
   bei MS.Internal.Xml.XPath.XPathParser.ParseUnionExpr(AstNode qyInput)
   bei MS.Internal.Xml.XPath.XPathParser.ParseUnaryExpr(AstNode qyInput)
   bei MS.Internal.Xml.XPath.XPathParser.ParseMultiplicativeExpr(AstNode qyInput)
   bei MS.Internal.Xml.XPath.XPathParser.ParseAdditiveExpr(AstNode qyInput)
   bei MS.Internal.Xml.XPath.XPathParser.ParseRelationalExpr(AstNode qyInput)
   bei MS.Internal.Xml.XPath.XPathParser.ParseEqualityExpr(AstNode qyInput)
   bei MS.Internal.Xml.XPath.XPathParser.ParseAndExpr(AstNode qyInput)
   bei MS.Internal.Xml.XPath.XPathParser.ParseOrExpr(AstNode qyInput)
   bei MS.Internal.Xml.XPath.XPathParser.ParseXPathExpresion(String xpathExpresion)
   bei System.Xml.XPath.XPathExpression.Compile(String xpath, IXmlNamespaceResolver nsResolver)
   bei System.Xml.XPath.XPathNavigator.Select(String xpath)
   bei System.Xml.XmlNode.SelectNodes(String xpath)
   bei System.Xml.XmlNode.SelectSingleNode(String xpath)
   bei Chummer.LanguageManager.TranslateExtra(String strExtra)
   bei Chummer.Gear.get_DisplayName()
   bei Chummer.frmCareer.frmCareer_Load(Object sender, EventArgs e)
   bei System.Windows.Forms.Form.OnLoad(EventArgs e)
   bei System.Windows.Forms.Form.OnCreateControl()
   bei System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   bei System.Windows.Forms.Control.CreateControl()
   bei System.Windows.Forms.Control.WmShowWindow(Message& m)
   bei System.Windows.Forms.Control.WndProc(Message& m)
   bei System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   bei System.Windows.Forms.Form.WmShowWindow(Message& m)
   bei System.Windows.Forms.Form.WndProc(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Geladene Assemblys **************
mscorlib
    Assembly-Version: 4.0.0.0.
    Win32-Version: 4.0.30319.239 (RTMGDR.030319-2300).
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll.
----------------------------------------
Chummer
    Assembly-Version: 0.0.0.262.
    Win32-Version: 0.0.0.262.
    CodeBase: file:///D:/Trib%FCne.Bibliothek/%5BSR%5DShadowrun4/SR.Tools%20ec/Chummer/Chummer.exe.
----------------------------------------
System.Windows.Forms
    Assembly-Version: 4.0.0.0.
    Win32-Version: 4.0.30319.235 built by: RTMGDR.
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll.
----------------------------------------
System.Drawing
    Assembly-Version: 4.0.0.0.
    Win32-Version: 4.0.30319.1 built by: RTMRel.
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll.
----------------------------------------
System
    Assembly-Version: 4.0.0.0.
    Win32-Version: 4.0.30319.236 built by: RTMGDR.
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll.
----------------------------------------
System.Xml
    Assembly-Version: 4.0.0.0.
    Win32-Version: 4.0.30319.233 built by: RTMGDR.
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll.
----------------------------------------
mscorlib.resources
    Assembly-Version: 4.0.0.0.
    Win32-Version: 4.0.30319.235 (RTMGDR.030319-2300).
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/mscorlib.resources/v4.0_4.0.0.0_de_b77a5c561934e089/mscorlib.resources.dll.
----------------------------------------
System.Core
    Assembly-Version: 4.0.0.0.
    Win32-Version: 4.0.30319.233 built by: RTMGDR.
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll.
----------------------------------------
System.Windows.Forms.resources
    Assembly-Version: 4.0.0.0.
    Win32-Version: 4.0.30319.1 built by: RTMRel.
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms.resources/v4.0_4.0.0.0_de_b77a5c561934e089/System.Windows.Forms.resources.dll.
----------------------------------------
System.Configuration
    Assembly-Version: 4.0.0.0.
    Win32-Version: 4.0.30319.1 (RTMRel.030319-0100).
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll.
----------------------------------------
System.xml.resources
    Assembly-Version: 4.0.0.0.
    Win32-Version: 4.0.30319.1 built by: RTMRel.
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml.resources/v4.0_4.0.0.0_de_b77a5c561934e089/System.Xml.resources.dll.
----------------------------------------

************** JIT-Debuggen **************


That bug also killed half of my chars "gear"-entries(most weren´t custom made). sarcastic.gif
deurk
Hey Nebular,
I've found a few items for you:

  • Can you allow renaming of advanced lifestyle?
  • Spells types are untranslated in the Spells and Spirits tab
  • On vehicle modification dialog, categories are displayed untranslated
  • Tip_TransferToVehicle is displayed untranslated
  • When clicking on the program Reality filter in the add forms dialog, I get an error dialog
  • On Add Program Options dialog from the Complex Forms tab, Label_SelectProgram_CommonlyUsedSkill is displayed untranslated


Also, could you tell me the status of the following ones? Are they on a todo-list somewhere or did some get dumped?

QUOTE (deurk @ Nov 21 2011, 06:00 AM) *
Bugs:
  • French specific vehicle: DocWagon HTR

Features:
  • Allow journal sorting by date, cost or reason
  • Accented characters should also match their non-accented counterpart, and vice-versa (ie: é should return é and e in search box)
  • Have the possibility to display all categories wherever a category can be selected for filtering (gear/vehicle/weapon...)
  • Have a tab for generic and user customizable modifiers for pools/attributes
  • Have on/off checkboxes next to skills/powers/qualities that give temporary bonuses to reflect the changes on stats
  • Have a subdirectory in the sheets directory or any other way to automatically select only sheets in current language
  • Have weapons clips and extra clips allow ammunition loading and possibility to switch between clips
  • Have the possibility to translate custom items in custom_fr_data.xml

Questions:
  • Can ammunition be buyable from the weapon tab rather than gear?


Thanks!
Nebular
QUOTE (McDougle @ Dec 8 2011, 03:38 PM) *
Just had a problem loading an old character, that always worked till now(last opened the file about a month ago).

This error message fired up:
CODE
...stuff...


That bug also killed half of my chars "gear"-entries(most weren´t custom made). sarcastic.gif

I can take a wild guess at what the problem is, but it may or may not be correct. Could you please email me one of the affected save files so I can see what exactly is causing the error? (nebular@shaw.ca)
McDougle
Done.

Thx in advance. smile.gif
Nebular
QUOTE (deurk @ Dec 8 2011, 04:42 PM) *
Hey Nebular,
I've found a few items for you:

  • Can you allow renaming of advanced lifestyle?
  • Spells types are untranslated in the Spells and Spirits tab
  • On vehicle modification dialog, categories are displayed untranslated
  • Tip_TransferToVehicle is displayed untranslated
  • When clicking on the program Reality filter in the add forms dialog, I get an error dialog
  • On Add Program Options dialog from the Complex Forms tab, Label_SelectProgram_CommonlyUsedSkill is displayed untranslated


Also, could you tell me the status of the following ones? Are they on a todo-list somewhere or did some get dumped?

Thanks!
  • Still waiting for someone to get me the stats on the DocWagon HTR. It's from a non-English book, so I can't enter it without someone providing me with the info.
  • I might get around to the sorting at some point. Unfortunately the column headers aren't clickable to handle sorting the easy way so if I do end up doing it, it will be from a pulldown list.
  • Handling accented characters as non-accented characters for searching isn't doable since XSLT handles character remapping as 1-to-1.
  • Show all categories isn't going to get done. Between the coding time and the performance hit (especially in non-English languages that would require all of those items to be translated at one), I just don't see the value in it. It would also be very difficult to use as you'd be presented with a massive list. The whole idea is to find what you need which is why the search ability and Category lists are there.
  • The modifiers tab is a massive undertaking as it would expose the entire Improvement Manager which isn't exactly a simple piece to work with. The biggest challenge is trying to figure out how I can actually present an interface to create the modifiers.
  • As I had said before, I don't understand the need for having sub-directories for character sheets. Splitting them into sub-directories would mean that the base character sheets would be inaccessible to anyone not using en-us as their language, and regional variants (like Canadian French were a translation file to be created) would be blocked from using any proper French files.
  • Spare/Additional clips are just placeholders to show that you have them. I won't be doing anything else with them.
  • Also as I have said on a number of occasions, there will be absolutely zero support for translating custom data. Providing translation files for custom items can lead to people getting unexpected translations for items that they don't want translated.
  • Purchasing Ammo from the Weapons tab in Career Mode was added a few versions ago. There's a little basket icon next to the Reload button.
Nebular
Build 263
  • fixed an issue where deleting a Vehicle Mod could cause other items to be deleted from the Vehicle at the same time
  • added <modcategories /> to vehicles.xml to allow support for translating Vehicle Modification Categories
  • added <limits /> to vehicles.xml to allow support for translating Vehicle Modification Limiters
  • added house rules for multiplying the cost of Restricted and Forbidden items (applies to Career Mode only)
  • fixed an issue where quotation marks in custom names for items could result in an error being thrown
  • Move to Vehicle button tooltip on the Weapons tab is now correctly translated
  • Complex Forms that use a device attribute for their Common Skill (System, Response, Firewall, Signal) no longer throw an error when selected
  • Commonly Used Skill on the Select Program Options tab is now translated properly
  • fixed an issue that prevented Spell Category names from being translated
New Strings
  • Checkbox_Options_MultiplyRestrictedCost
  • Checkbox_Options_MultiplyForbiddenCost
McDougle
Much appreciated. smile.gif
*file works again*
whatevs
Stop me if you've hear this one before Nebular...

How about some kind of license management. Maybe with a list of restricted items that are eligible for licensing, and a license type to cover each one?
someone3x7
Greets again, and thanks for your continued work. Still loving it. Today's focus is "Weapon Focus."

Doubt a repo is needed but for clarity's sake:
CODE
I create a new character and add quality Adept.

Add weapon katana and add modification Weapon Focus.

Bug #1: Zero cost when adding weapon focus as modification.
Bug #2: Not listed in Bonded Foci list.

So I add gear Weapon Focus.

Click to bond the Weapon Focus and am prompted to enter a value. I enter "Mother's Milk."

Bug #3 Value entered is not used.

I add any other foci item...

Bug #4 Asks for Weapon Focus Value again.

I save, close, and re-open file... See bug #4.


So a couple thoughts on this. Once the cost and bond options are fixed for weapon modifications likely should just remove the gear item. There is no time in which a weapon focus is not part of the weapon that is manufactured as a weapon focus. Probably should remove the enter value for weapon focus altogether as is unnecessary.

Barely related: In creation mode when adding cyber-ware to an awakened character before buying magic it doesn't calculate and maintain the extra BP cost for the lost magic points.

Not related at all: When adding books in the Options menu it doesn't load all the relevant rules and gear immediately. This caused me to think several items were un-implemented as I would check a book on, try to do something, then check it off since isn't part of the campaign yet. Wasn't till I left one on and reopened Chummer that I noticed.

I'll stop rambling now. Thanks again and have fun smile.gif
SpellBinder
Had a thought on this once before, and it came up again while working on a Face type of character, and it's regarding the character's armor. Would it be possible to create armor bundles that can be equipped and de-equipped with a single check box. I think it would be quite helpful for those with characters who will have multiple ensembles of wear (like the suit to meet Mr. Johnson, then the long coat for walking the barrens), switch multiple items around with a single click, and be able to group and organize them (especially if you could drag & drop armor items like gear items). Especially for later in the game as armor is bought, sold, lost, or destroyed.
Tashiro
Were you able to find the e-animals at the back of Running Wild?
Sengir
QUOTE (Nebular @ Dec 7 2011, 11:44 PM) *
[*]added <rawdamage /> to the printout XML for Weapons which writes out the formula (not calculated) Damage for a Weapon

Great work as always cyber.gif
Nebular
QUOTE (Tashiro @ Dec 9 2011, 06:41 PM) *
Were you able to find the e-animals at the back of Running Wild?

Yup, Technocritters and Protosapients were added a couple of days ago.
Nebular
QUOTE (whatevs @ Dec 8 2011, 10:25 PM) *
Stop me if you've hear this one before Nebular...

How about some kind of license management. Maybe with a list of restricted items that are eligible for licensing, and a license type to cover each one?

Really interesting idea. I'll have to see what I can do about this.
Cojuzei
Feature request: Custom spells. Rules for it are in Street Magic. Thinking something like Add Nexus, but with dropdowns for the spell attributes. Drain value calculated based on options chosen.
Wizard_Thoarin
QUOTE (Cojuzei @ Dec 10 2011, 08:20 PM) *
Feature request: Custom spells. Rules for it are in Street Magic. Thinking something like Add Nexus, but with dropdowns for the spell attributes. Drain value calculated based on options chosen.


You can already create custom spells if you wish, just copy the current spell XML file and rename it custom_spells.xml or something like that then use the same xml format that already exists and edit away. Just make sure to delete anything that would give you a duplicate name because that might give you an error when loading or trying to enable a spell for a character.

The big trick is to make sure your file starts with "custom_ " and ends with ".xml" since Nebular added the ability for us to create our own custom xml data files a long time ago. If you want a tool that will build the custom spells and add them to a custom data file for you, then that is something else for Nebular to think about. But then he'd probably get hounded for a custom xml file builder for almost everything.
Cojuzei
QUOTE (Wizard_Thoarin @ Dec 11 2011, 02:13 AM) *
You can already create custom spells if you wish, just copy the current spell XML file and rename it custom_spells.xml or something like that then use the same xml format that already exists and edit away. Just make sure to delete anything that would give you a duplicate name because that might give you an error when loading or trying to enable a spell for a character.

The big trick is to make sure your file starts with "custom_ " and ends with ".xml" since Nebular added the ability for us to create our own custom xml data files a long time ago. If you want a tool that will build the custom spells and add them to a custom data file for you, then that is something else for Nebular to think about. But then he'd probably get hounded for a custom xml file builder for almost everything.

When I say feature request, it's for everyone else (or to make things easier). Editting XML files is pretty easy, but takes more time than having the feature built into the program. However, don't have to make a new XML file in the root folder. Just open the character sheet in notepad (or notepad++, as I prefer) and add the custom spell yourself. The name of the spell and all relevant information is read from that, not just its own tables.

I do thank you for posting a workaround, and hopefully anyone who sees it can use it for their own campaign.
Cojuzei
2 more things I noticed. Homeground in the Gear section is limited to rating 3 (but in the book I believe it goes to 6). Also, Homeground complex form asks for a value for it. It can only run on the home node (presumably, the technomancer's brain). If this was intended, then please look at how it's reading the <extra /> value (it appears to be showing it twice in Chummer).
Seriously Mike
Why is Chemistry on the list of Active Skills if it's a Knowledge Skill? Unless something changed in SR4A, but I have Chummer set to use standard SR4 corebook, Arsenal, Augmentation, RC, Street Magic and Unwired.
Cojuzei
QUOTE (Seriously Mike @ Dec 11 2011, 04:00 PM) *
Why is Chemistry on the list of Active Skills if it's a Knowledge Skill? Unless something changed in SR4A, but I have Chummer set to use standard SR4 corebook, Arsenal, Augmentation, RC, Street Magic and Unwired.

Chemistry is an active skill. It's not just knowing the periodic table of elements, it's being physically able in how to mix them without blowing yourself up (or worse). Requires a steady hand, and steady hands are usually only gained through experience. It's an active skill from Arsenal, and quite possibly one of the most efficient ways in the game to be a deadly 'runner.
SpellBinder
Had another thought, and it's something that has kind of bugged me in the character creation part of the program for a while now. If any magic related quality is removed but the character should still be magical, the Magic attribute and associated tabs that should still be present are subsequently lost. This will happen if you ignore the rules and after adding one magic quality (like Adept), add a 2nd (like Mystic Adept) and remove the first the character is now non-magical; same happens regardless if you add & remove a magic quality for a shapeshifter, drake, or similar awakened critter.

Was wondering if there would be a way to have some kind of multiple check flag system for a character to verify that it is still magical from another source, regardless if a magic related quality is removed (i.e., like a IF(OR(Adept,Mystic,Magician,Race),true,false) kind of deal).
Minimax le Rouge
hi,
i am creating a Technomancer with the Biowire Echo. I can't find a way to give him Skillwire Complex Form (with Emulation described in UW 149).

another problem :
i use the "add a complex form button", it open a pop up window :"select a program". If i open a sub-menu using the "+" then closing it with the "-" i have an error :
[ Spoiler ]
ShadowWalker
QUOTE (Cojuzei @ Dec 11 2011, 12:29 PM) *
When I say feature request, it's for everyone else (or to make things easier). Editting XML files is pretty easy, but takes more time than having the feature built into the program. However, don't have to make a new XML file in the root folder. Just open the character sheet in notepad (or notepad++, as I prefer) and add the custom spell yourself. The name of the spell and all relevant information is read from that, not just its own tables.

I do thank you for posting a workaround, and hopefully anyone who sees it can use it for their own campaign.

Honestly having a way to create any custom data without having to work with the xml would be great. But there are 30+ files, and doing one will cause people to want the others done too.
Cojuzei
QUOTE (ShadowWalker @ Dec 12 2011, 09:24 AM) *
Honestly having a way to create any custom data without having to work with the xml would be great. But there are 30+ files, and doing one will cause people to want the others done too.

While I agree that that people will (and most likely already do) want custom data input for every little thing, Street Magic does already have the rules for this particular thing. Only reason I even brought it up is because information from a source isn't being used. Ultimately the decision on what goes into Chummer is up to Nebular. Please refrain from further arguments over this.
Wizard_Thoarin
QUOTE (Cojuzei @ Dec 11 2011, 09:29 AM) *
However, don't have to make a new XML file in the root folder. Just open the character sheet in notepad (or notepad++, as I prefer) and add the custom spell yourself. The name of the spell and all relevant information is read from that, not just its own tables.


Actually, you should make a new xml file that starts with the "custom_" so that when nebular updates the regular files, your data isn't lost. I've created a couple custom xml files myself just to fix little things I wanted done but when I brought them up on the boards way back when, others didn't see the need. And if my group decides to play SR4A again anytime soon, I'll probably be adding other things. But I don't want to have to enter them over and over again so I have created my own data files to hold the data I create.

It might be nice if Omae had a place to put custom data files to share with people though so you could just download them. Would probably require a pretty good description of what has been put up and maybe links to descriptions for gear and spells especially.
Minimax le Rouge
hello,
I think Skillsoft Cluster need the "Hacked" box option to be added.

EDIT :
I have some problems with the Program Option :
Adding an adaptative Scale Option on a rating 4 skillsoft works, but then Chummer says the capacity is reached. But the Cap. is R/2(round up) so their is still room for another option.
Also, using an Analyse 4 program, i managed to add 3 options : Crashgard, optimization 1, and viral resistance.
Khyron
I used this to make my latest character and it seems to work pretty nice. Having the book and page number for everything is a nice touch and saved a lot of flipping around pdf's and books.
Nebular
Sorry, between the holidays coming up and some weird/maddening software issues coming up at work, I haven't had as much time over the past few days as I'd have liked to. smile.gif

I am looking at adding in someting for creating custom Spells since the rules for building them are defined in Street Magic. The snag is that there are some nutty ways you can mix things so it's a matter of getting the time to figure out what I'm doing and how to put it together. It won't save to a custom data file - it will only add the custom Spell and its information to the character itself. If you need it to be available to other characters, you'll either need to re-create it for each one or add it to a custom data file.

I'll have the Biowire bit fixed in the next update. (You'll need to remove the Echo and then re-apply it to pick up the change.) When it's added, it will now create a Skillwire Improvement that is linked to the character's Submersion Grade, so you'll be able to use Skillsofts in the Gear section like other characters. It will also fix an issue where Skillsofts were not being properly capped by a character's Skillwire Rating in most cases. The +/- thing in the Select Complex Form window will also be fixed - if you quick open and close groups, it apparently thinks you're double-clicking an item and attempts to add it to the character. nyahnyah.gif
Nebular
QUOTE (SpellBinder @ Dec 12 2011, 12:56 AM) *
Had another thought, and it's something that has kind of bugged me in the character creation part of the program for a while now. If any magic related quality is removed but the character should still be magical, the Magic attribute and associated tabs that should still be present are subsequently lost. This will happen if you ignore the rules and after adding one magic quality (like Adept), add a 2nd (like Mystic Adept) and remove the first the character is now non-magical; same happens regardless if you add & remove a magic quality for a shapeshifter, drake, or similar awakened critter.

Was wondering if there would be a way to have some kind of multiple check flag system for a character to verify that it is still magical from another source, regardless if a magic related quality is removed (i.e., like a IF(OR(Adept,Mystic,Magician,Race),true,false) kind of deal).

I'll add this to the list o' stuff. I can't quite use logic like that since the application doesn't have any knowledge as to what gives a character access to MAG, RES, or the like on purpose. When an item creates or removes an Improvement, the application gets notified that access to a special tab is being granted or revoked. It should just be a matter of checking the remaining Improvements a character has for any that grant access to a tab that is about to be removed and preventing that from happening.
Patrick Goodman
Maybe I'm missing something, wouldn't be the first time...but how do you Initiate an Adept? I'm using 263, FWIW, and I'm trying to start this girl as a grade 1 Initiate, but I can't find anywhere to do it.
ShadowWalker
QUOTE (Nebular @ Dec 14 2011, 10:32 AM) *
I'll add this to the list o' stuff. I can't quite use logic like that since the application doesn't have any knowledge as to what gives a character access to MAG, RES, or the like on purpose. When an item creates or removes an Improvement, the application gets notified that access to a special tab is being granted or revoked. It should just be a matter of checking the remaining Improvements a character has for any that grant access to a tab that is about to be removed and preventing that from happening.

Maybe you can check to see if there is still anything the character possesses that grants access to MAG or RES.
really only need to look at the metatype and qualities. don't think there is anything else that grants access to those two attributes.
ShadowWalker
QUOTE (Nebular @ Dec 14 2011, 10:07 AM) *
Sorry, between the holidays coming up and some weird/maddening software issues coming up at work, I haven't had as much time over the past few days as I'd have liked to. smile.gif

I am looking at adding in someting for creating custom Spells since the rules for building them are defined in Street Magic. The snag is that there are some nutty ways you can mix things so it's a matter of getting the time to figure out what I'm doing and how to put it together. It won't save to a custom data file - it will only add the custom Spell and its information to the character itself. If you need it to be available to other characters, you'll either need to re-create it for each one or add it to a custom data file.

I'll have the Biowire bit fixed in the next update. (You'll need to remove the Echo and then re-apply it to pick up the change.) When it's added, it will now create a Skillwire Improvement that is linked to the character's Submersion Grade, so you'll be able to use Skillsofts in the Gear section like other characters. It will also fix an issue where Skillsofts were not being properly capped by a character's Skillwire Rating in most cases. The +/- thing in the Select Complex Form window will also be fixed - if you quick open and close groups, it apparently thinks you're double-clicking an item and attempts to add it to the character. nyahnyah.gif

I would think it would also be possible to copy and paste the spell from the character to a custom spell file.
Nebular
QUOTE (Patrick Goodman @ Dec 14 2011, 10:28 AM) *
Maybe I'm missing something, wouldn't be the first time...but how do you Initiate an Adept? I'm using 263, FWIW, and I'm trying to start this girl as a grade 1 Initiate, but I can't find anywhere to do it.

If your character is still in Create Mode, Initiation can only be done if you're bulding them up with Karma since there are no rules for Initiating with BP. If the character is in Career Mode, then Initiation is available for anyone with the MAG Attribute. As long as you meet those criteria, you should have a tab called Initiation, just to the right of the Adept Powers tab. Click on the + button next to Initiate Grade to increase it (you can also select Group Initiation and/or Initiation Ordeal first to reduce the cost).
Nebular
QUOTE (ShadowWalker @ Dec 14 2011, 10:32 AM) *
I would think it would also be possible to copy and paste the spell from the character to a custom spell file.

Yes, you could do that as well since the character holds an exact copy of the XML when it's created. Just need to do a quick search for the Spell name in the save file, but it'd beat writing out all of the XML for it.
Patrick Goodman
Gotcha. Thanks for the quick response.
Cojuzei
Trying to make an Adept, and I bought a Weapon Focus. Now every time I try to do anything it keeps saying "Enter a value for Weapon Focus" sometimes 2 or even 3 times per minor change. Also noticed SR4a page 195, the maximum level of adept powers is based on the full Mag attribute, not the portion allocated to Adept. Chummer still limits the rating by the Adept side of the MAG attribute, and it shouldn't.
ShadowWalker
QUOTE (Cojuzei @ Dec 14 2011, 11:14 PM) *
Trying to make an Adept, and I bought a Weapon Focus. Now every time I try to do anything it keeps saying "Enter a value for Weapon Focus" sometimes 2 or even 3 times per minor change. Also noticed SR4a page 195, the maximum level of adept powers is based on the full Mag attribute, not the portion allocated to Adept. Chummer still limits the rating by the Adept side of the MAG attribute, and it shouldn't.

The FAQ says only the portion alocated to the adept powers is used, but it's hard to tell if it's talking about sr4 or sr4a. Sadly the new errata document does not include a fix for this either.
Dakka Dakka
QUOTE (ShadowWalker @ Dec 15 2011, 06:49 AM) *
The FAQ says only the portion alocated to the adept powers is used, but it's hard to tell if it's talking about sr4 or sr4a. Sadly the new errata document does not include a fix for this either.
The FAQ contradictred the RAW of SR4 and still contradicts the rules of SR4A. It was always the Full MAG Attribute for anything but MAG-relates dice pools and Power Points.
QUOTE ('SR4 p. 186f. / SR4A p. 195')
For every point of Magic invested in physical abilities, the character gets one Power Point that she can use to purchase adept powers. Every point of Magic invested in mana-based abilities grants the character one point to use with Magic-based skills. For all other purposes, including the determination of the maximum level for adept powers, the character’s full Magic attribute is used.

Rules>FAQ. FAQ con only explain rules not alter them . Unless the authors release an erratum, the full MAG attribute is used for everything else.
SpellBinder
QUOTE (Nebular @ Dec 14 2011, 08:32 AM) *
I'll add this to the list o' stuff. I can't quite use logic like that since the application doesn't have any knowledge as to what gives a character access to MAG, RES, or the like on purpose. When an item creates or removes an Improvement, the application gets notified that access to a special tab is being granted or revoked. It should just be a matter of checking the remaining Improvements a character has for any that grant access to a tab that is about to be removed and preventing that from happening.

Kinda figured that, from trying to learn the code as well (and cramping my brain in the process). And well, not just the tabs but also access to the MAGIC attribute as well in the first tab.

And don't forget my post about grouping armor suites in the previous page. Might've gotten lost in the shuffle.
Cojuzei
Either way, Chummer needs to be updated to include this, since SR4a trumps both the FAQ and the original Corebook (being more recently published). Should just be a small change. Max rating for adept powers just references MAG attribute, not Adept splitting.
Sengir
The best solution for the Mystic Adept question would IMO be an option to switch between both in the settings. Of course that still leaves the question of what the default setting is, for consistency I'd suggest whatever the current build uses.
Nebular
QUOTE (Cojuzei @ Dec 15 2011, 02:39 AM) *
Either way, Chummer needs to be updated to include this, since SR4a trumps both the FAQ and the original Corebook (being more recently published). Should just be a small change. Max rating for adept powers just references MAG attribute, not Adept splitting.

This is already supported. Options window > House Rules tab > Max Spirit Force and Mystic Adept Power Levels based on total MAG Attribute
Minimax le Rouge
hi,
i have a problem with custom packs including Knowledge skills:
when selecting such pack, i have an error, and the pack stop to be implemented in the character sheet, fromm the knowledge skills and next.
if i remove the knowlege skills, the custom pack works well.

[ Spoiler ]
Nebular
QUOTE (someone3x7 @ Dec 9 2011, 02:42 AM) *
Greets again, and thanks for your continued work. Still loving it. Today's focus is "Weapon Focus."

Doubt a repo is needed but for clarity's sake:
CODE
I create a new character and add quality Adept.

Add weapon katana and add modification Weapon Focus.

Bug #1: Zero cost when adding weapon focus as modification.
Bug #2: Not listed in Bonded Foci list.

So I add gear Weapon Focus.

Click to bond the Weapon Focus and am prompted to enter a value. I enter "Mother's Milk."

Bug #3 Value entered is not used.

I add any other foci item...

Bug #4 Asks for Weapon Focus Value again.

I save, close, and re-open file... See bug #4.

The Weapon Focus Weapon Mod is there with a cost of 0 so that you can attach it to a Weapon to show that a Focus is bound to it. The Bound Focus list picks the Foci out of a character's Gear and requires a large amount of the information that Gear has (which Weapon Mods don't). I need to make a change to how Weapon Foci work - there were complications with the way Bonded Foci used to calculate their costs and total bound Force that didn't play nicely with the Improvement Manager. Most of that change a while back, but I apparently never made the change to Foci that should ask for a text value. You'll need to remove the Weapon Focus Gear item and re-add it to the character (once the next update is available). This time it will actually ask for the name when you add it and remember the value you gave it instead of asking for it each time. (also a necessary change to eventually accommodate Stacked Foci).
Nebular
QUOTE (Minimax le Rouge @ Dec 15 2011, 08:59 AM) *
hi,
i have a problem with custom packs including Knowledge skills:
when selecting such pack, i have an error, and the pack stop to be implemented in the character sheet, fromm the knowledge skills and next.
if i remove the knowlege skills, the custom pack works well.

This will be fixed in the next update.
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