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bannockburn
QUOTE (bannockburn @ Feb 13 2013, 02:04 PM) *
Okay. I may be stupid, but this is the first time I've fooled around with cyberware suites.

I have created a suite containing a Control Rig, and two Datajacks. However, I've found the following problems:

1) Its grade is shown as 'Cummer.Grade', and even when created with higher grades (such as Alpha), the final essence cost is always 0,63, as if standard grade was used. The price is also always 9900 nuyen, and does not change with higher grades.
2) I fail to find an option to add this suite to a character in career mode. The 'Special' menu is missing the creation as well as the add options and I can't find the suites at all when adding cyberware.


So basically it boils down to:
How do I add a cyberware suite that's only available in a certain grade and how do I then add it to an existing character in career mode?

Does someone know how to work this?


Okay, so I've played around a bit with the data file and the suite does what it should do. But I am still stymied as to how to implant that suite to a character in career mode? Anyone?
SpellBinder
QUOTE (Thanee @ Feb 16 2013, 05:23 AM) *
How do you add extra points to the starting resources roll (100¥ each up to 3x the number of dice rolled to add +1 to the dice roll each)?

Bye
Thanee

You don't have to. Chummer takes this into account automatically, and accordingly to whatever your lifestyle is.
Umidori
REDACTED. I was being a derp, had an option setting wrong.

~Umi
SpellBinder
Nebular, is there a particular reason why having any cyberlimb does not change your unarmed attack from Stun to Physical? Reference SR4a, page 343.
KarmaInferno
Was wondering, how difficult would it be to have the option to combine karma and nuyen journals into a single list?

Most entries I am finding I am adjusting both karma and nuyen anyway. The handful of times I don't, just entering a zero value would work. Entering a ton of entries is a pain if I have to enter them twice.

Also, possibly eliminating the seconds digit from the time entry would be nice, especially when manually adjusting the time. Or even a way to disable time tracking completely, just tracking date.



-k
Thanee
QUOTE (SpellBinder @ Feb 17 2013, 03:17 AM) *
You don't have to. Chummer takes this into account automatically, and accordingly to whatever your lifestyle is.


Right. Seen it now, when the character is transfered into career mode. So, just leave the Nuyen free during character generation. Thanks! smile.gif

Bye
Thanee
Errant
The Vision Enhancement mod doesn't seem to improve the Perception dice-pool. Is this intended, since it only modifies visual perception? If so, would it be possible to add a custom specialisation bonus for it or somesuch instead of using Improvements to provide the bonus?
bannockburn
It doesn't do that because the perception pool does not know if it's supposed be thrown as a visual, aural or other perception test wink.gif
Sichr
Hi. I had a siple querry...Is it possible to build Warform using the Running Wild rules, when building new critter? I hadnt find that option, well maybe I have missed that. Any advices? Thank you.
Sichr
Ahh
Seems I found it. Start normal creature, in Critter powers there are Genetic modification included.
Ticket closed smile.gif
Strungest
I was messing around with the chummer files, trying to modify some of the character creation rules, and I hit a problem. I would like to obtain this:

"Skill Group Transitive Property is now in effect. This means that if you buy one skill up in a skill group, and you buy another skill up in a skill group, that you can buy up the rest of the skill group to match at the remaining cost. Since all the math is linear, we no longer have to screw people who break up their skill groups and later want to put them back together."

But I am not sure how. Sorry if this has already been asked before.
SpellBinder
This already exists in Chummer, but is disabled by default: Options > Optional Rules > fourth item, "Allow Sills to be re-Grouped if all Ratings are the same (SR4 FAQ)"
Strungest
QUOTE (SpellBinder @ Feb 22 2013, 10:41 PM) *
This already exists in Chummer, but is disabled by default: Options > Optional Rules > fourth item, "Allow Sills to be re-Grouped if all Ratings are the same (SR4 FAQ)"

well...sort of. I was looking for a way to have a skill "group" at X, and then raise one of the skillsto x+1. then, when raising two others of the skills in the same skill group to x+1, It would refund me 2 points and make all skills in the group to z+1. sort of a "smart" skill group manager, one that would give me the skills at the rating I wanted, and give me the "free" skills and bp back through a "group" upgrade when it can.
SpellBinder
Yeah, I don't think that's gonna happen. I expect we'll see magicians get a karma refund from unbonding their bonded foci first.

As a workaround, there's always the Nuyen & Karma tab to enter such refunds.
Strungest
QUOTE (SpellBinder @ Feb 23 2013, 12:31 AM) *
Yeah, I don't think that's gonna happen. I expect we'll see magicians get a karma refund from unbonding their bonded foci first.

As a workaround, there's always the Nuyen & Karma tab to enter such refunds.

i'm decent at coding, if someone could point me in the right direction I might be able to help.
Mach_Ten
Unseen hands (Adepts Way) requires "The Totems way" in error, this is the Invisible way power smile.gif
Kiirnodel
QUOTE (SpellBinder @ Feb 22 2013, 06:31 PM) *
Yeah, I don't think that's gonna happen. I expect. e'll see magicians get a karma refund from unbonding their bonded foci first.

As a workaround, there's always the Nuyen & Karma tab to enter such refunds.



QUOTE (Strungest @ Feb 23 2013, 04:17 AM) *
i'm decent at coding, if someone could point me in the right direction I might be able to help.

Yeah... I'm pretty sure he meant that as a sarcastic "it's not going to happen", because that's not the way the rules work (Correct me if I'm wrong SpellBinder). If you want to have a school group, and get the karma discount then you need to buy it as a group not the individual skills. Otherwise, it's probably easiest to just give a karma discount to the character if that's the way your gm is going to rule it...
SpellBinder
As far as I know, yup. Even buying a skill specialization breaks up a skill group, and then you can't even regain the group later. Heck, it isn't even in the official rule book that you can regroup skills, but the highly unreliable FAQ where this is presented as an option. According to the base rule book, once a skill group is broken up, it is broken up forever. Really makes you think ahead about what you want to spend your karma on.



Regarding the Totem's Way power, I honestly still wonder where it is Nebular is reading that the Totem's Way has access to the other Way's unique powers. The Magician's Way also chooses another Way for their favored powers list, and like the Totem's Way doesn't say anything about gaining access to their unique power.
Mach_Ten
QUOTE (SpellBinder @ Feb 23 2013, 07:24 PM) *
Regarding the Totem's Way power, I honestly still wonder where it is Nebular is reading that the Totem's Way has access to the other Way's unique powers. The Magician's Way also chooses another Way for their favored powers list, and like the Totem's Way doesn't say anything about gaining access to their unique power.


I remember reading the Totems way as you get to choose a power that fits with the mentor spirit creature ? maybe I got it wrong.

anyways. if you buy the correct adept way, then buy Totem's way "for free" .. you can allocate the powers as normal then Remove the Totem's way quality

as a work around it .. works smile.gif but is not ideal
wilcoxon
QUOTE (Mach_Ten @ Feb 25 2013, 06:36 AM) *
I remember reading the Totems way as you get to choose a power that fits with the mentor spirit creature ? maybe I got it wrong.

anyways. if you buy the correct adept way, then buy Totem's way "for free" .. you can allocate the powers as normal then Remove the Totem's way quality

as a work around it .. works smile.gif but is not ideal


Totem's Way is poorly written in several ways. It's not explicit that Totem's Way includes Mentor Spirit for free (implied and I'm pretty sure it does since it is 5 pts more than the other Ways). It says that the Adept gets to choose the "favored powers" (but that term is not used anywhere else) of another Way appropriate to their totem. However, the rest of the sentence mentioning favored powers makes it pretty clear it is talking about the list of powers the other Way gets for a 25% discount (which does not include any of the new Way-specific powers).
SpellBinder
The Magician's Way is the same, where you get to choose the list of favored powers from another way. However, the Totem's Way gives you up to four more powers above and beyond that of the other way's list you choose.
Nebular
QUOTE (SpellBinder @ Feb 17 2013, 04:19 AM) *
Nebular, is there a particular reason why having any cyberlimb does not change your unarmed attack from Stun to Physical? Reference SR4a, page 343.

Partially, yes. Only the damage from that particular limb is Physical, the rest of your unarmed attacks are still technically Stun. Since Cyberlimbs don't create a Weapon entry for themselves, it made more sense to leave it as it currently is. I might look into creating Weapons for Cyberlimbs in the future.
Nebular
QUOTE (KarmaInferno @ Feb 17 2013, 05:38 PM) *
Was wondering, how difficult would it be to have the option to combine karma and nuyen journals into a single list?

Most entries I am finding I am adjusting both karma and nuyen anyway. The handful of times I don't, just entering a zero value would work. Entering a ton of entries is a pain if I have to enter them twice.

Also, possibly eliminating the seconds digit from the time entry would be nice, especially when manually adjusting the time. Or even a way to disable time tracking completely, just tracking date.

-k

The Karma and Nuyen Expense lists are separated to help keep things a little more legible, as well as to make working with them and identifying the entries easier through code. As for the time formatting, I'll have this tweaked in tonight's update.

I'll look into adding an option for whether or not time is captured in the Create Expense window. The time on your computer would still be recorded and appear in the list so that it has something to sort on, but it wouldn't require you to enter one manually.
SpellBinder
QUOTE (Nebular @ Feb 25 2013, 04:14 PM) *
Partially, yes. Only the damage from that particular limb is Physical, the rest of your unarmed attacks are still technically Stun. Since Cyberlimbs don't create a Weapon entry for themselves, it made more sense to leave it as it currently is. I might look into creating Weapons for Cyberlimbs in the future.
Kinda had a feeling on that, but good to know.

And as far as the expenses go, at least having the time stamp option is great, I think. For me it helps tracking payments and expenses that happen within the same day (especially for some fiction writing, where I adjust everything up to the 2070's when the story takes place). In the least I think it might be better having the option to just hide that column rather than eliminate it.
Nebular
QUOTE (Mach_Ten @ Feb 23 2013, 04:22 AM) *
Unseen hands (Adepts Way) requires "The Totems way" in error, this is the Invisible way power smile.gif

QUOTE (SpellBinder @ Feb 23 2013, 02:24 PM) *
Regarding the Totem's Way power, I honestly still wonder where it is Nebular is reading that the Totem's Way has access to the other Way's unique powers. The Magician's Way also chooses another Way for their favored powers list, and like the Totem's Way doesn't say anything about gaining access to their unique power.

QUOTE (Mach_Ten @ Feb 25 2013, 05:36 AM) *
I remember reading the Totems way as you get to choose a power that fits with the mentor spirit creature ? maybe I got it wrong.

anyways. if you buy the correct adept way, then buy Totem's way "for free" .. you can allocate the powers as normal then Remove the Totem's way quality

as a work around it .. works smile.gif but is not ideal

QUOTE (wilcoxon @ Feb 25 2013, 10:13 AM) *
Totem's Way is poorly written in several ways. It's not explicit that Totem's Way includes Mentor Spirit for free (implied and I'm pretty sure it does since it is 5 pts more than the other Ways). It says that the Adept gets to choose the "favored powers" (but that term is not used anywhere else) of another Way appropriate to their totem. However, the rest of the sentence mentioning favored powers makes it pretty clear it is talking about the list of powers the other Way gets for a 25% discount (which does not include any of the new Way-specific powers).

QUOTE (SpellBinder @ Feb 25 2013, 03:32 PM) *
The Magician's Way is the same, where you get to choose the list of favored powers from another way. However, the Totem's Way gives you up to four more powers above and beyond that of the other way's list you choose.


Yeah, The Totem's Way is a bit of a mess. I've read it a few times and from what I can see, they are able to select any of the Powers listed in the New Powers section of the book since they are all the favored Powers of the other Ways. This would make Totem's Way one of the two possible requirements for meeting those Powers' requirements.
Nebular
Build 453
  • added support for linking to PDF files (see below)
  • fixed an issue where the More Lethal Gameplay optional rule was not applying its bonus to Weapons loaded with Ammo that replaces the Weapon's DV, such as Stick-N-Shock Ammo
  • fixed an issue where undoing a Karma Expense for a Focus would not remove the appropriate Focus from the list of Bondable Foci
  • Sideways Genetic Infusion (Bioware) now affects Combat Active Skills
  • added an option to control whether or not times need to be entered when creating a new Expense (they are still shown in the list to provide proper sorting)
  • Expenses no longer show the seconds of the time since they are not relevant
PDF Support
PDF support has been tested with both Adobe Reader and Foxit Reader. Clicking on a sourcebook field (such as SR4 324) will open the linked PDF to the appropriate page. PDF links can be configured in the Options window. There are a few things to note with each application in terms of behaviour. With Adobe Reader, a new instance of the application is opened each time you click on a PDF link in Chummer. If you have the SR4 book open already then click on another SR4 link, a new copy of Adobe Reader is opened to the appropriate page, meaning you will have multiple copies of the SR4 book open at the same time. With Foxit Reader, if you already have the SR4 book open and click on an SR4 link, Foxit Reader will gain focus but will not jump to the appropriate page. Foxit Reader will only jump to the appropriate page if you do not already have a copy of that PDF open. Unfortunately these are not things I can control; they are how these reader applications have been setup to behave.

New Strings
  • Label_Options_PDFApplicationPath
  • Label_Options_PDFLocation
  • Label_Options_PDFOffset
  • Button_Options_PDFTest
  • Checkbox_Options_DatesIncludeTime
SpellBinder
QUOTE (Nebular @ Feb 25 2013, 04:46 PM) *
Yeah, The Totem's Way is a bit of a mess. I've read it a few times and from what I can see, they are able to select any of the Powers listed in the New Powers section of the book since they are all the favored Powers of the other Ways. This would make Totem's Way one of the two possible requirements for meeting those Powers' requirements.
That's the confusion the rest of us are having in this. "Adepts with this Quality may choose one other Way’s list of favored powers as appropriate to their Mentor Spirit, and purchase those powers at a 25 percent discount (rounding as normal), selecting one power for every two Magic Points.  They do not get the other benefits of that Way." No where does it say they get to choose the exclusive power of that other Way. The lists of powers of the other ways are apparently definitive, and do not include the extra power you gain access to depending on the chosen way. I've also not found anywhere where it seems to even hint at that exclusive power being part of the list of discountable powers.

But if you're going to stick by this, allowing the Totem's Way to have access to the other Ways' powers, then you'll want to add the Magician's Way to that as well, as that quality is worded exactly the same Way about being able to choose one other Way's list of favored powers.

On the flip side, if there's enough call for it here, I certainly can write up an override XML file for those who want the Totem's Way excluded from the other powers.
bannockburn
QUOTE (Nebular @ Feb 26 2013, 12:56 AM) *
Build 453
  • added support for linking to PDF files (see below)


Holy crap, I love this feature! Thanks to whoever suggested it and thank you Nebular for implementing it!

No news on the cyber suites front? I still feel like an idiot for being unable to implant a suite into a character in career mode.
wilcoxon
QUOTE (Nebular @ Feb 25 2013, 07:46 PM) *
Yeah, The Totem's Way is a bit of a mess. I've read it a few times and from what I can see, they are able to select any of the Powers listed in the New Powers section of the book since they are all the favored Powers of the other Ways. This would make Totem's Way one of the two possible requirements for meeting those Powers' requirements.


I'm curious. What part of the below makes you think Totem's Way gives access to the new powers?

QUOTE (Way of the Adept)
Adepts who follow the Totem’s Way have chosen to follow an
animal or other mentor spirit, and are sometimes called followers of
the Animal Way.  They are often aware of the spiritual side of their
magic, rather than the practical when compared to other adepts.
Adepts with this Quality may choose one other Way’s list of favored
powers as appropriate to their Mentor Spirit, and purchase those
powers at a 25 percent discount (rounding as normal), selecting one
power for every two Magic Points.  They do not get the other benefits
of that Way.


That pretty clearly says to me that Totem's Way only grants a discount on the powers one other way gets a discount on. Nowhere does it say they have access to any of the new powers (no Way gets a discount on the Way-specific power so Totem's Way (and Magician's Way) do not grant access to them). By my reading, the new Way-specific powers would fall under "other benefits" which are explicitly not granted by Totem's Way (or Magician's Way).
wilcoxon
QUOTE (SpellBinder @ Feb 25 2013, 08:25 PM) *
That's the confusion the rest of us are having in this. "Adepts with this Quality may choose one other Way’s list of favored powers as appropriate to their Mentor Spirit, and purchase those powers at a 25 percent discount (rounding as normal), selecting one power for every two Magic Points.  They do not get the other benefits of that Way." No where does it say they get to choose the exclusive power of that other Way. The lists of powers of the other ways are apparently definitive, and do not include the extra power you gain access to depending on the chosen way. I've also not found anywhere where it seems to even hint at that exclusive power being part of the list of discountable powers.

But if you're going to stick by this, allowing the Totem's Way to have access to the other Ways' powers, then you'll want to add the Magician's Way to that as well, as that quality is worded exactly the same Way about being able to choose one other Way's list of favored powers.

On the flip side, if there's enough call for it here, I certainly can write up an override XML file for those who want the Totem's Way excluded from the other powers.


I agree with your reading of Totem's Way (and Magician's Way) - they do not grant access to the new Way-specific powers.

If the official files are not going to be changed back (to not giving Totem's Way access to the new powers), I for one would like an override file excluding Totem's Way from the other powers.
Mach_Ten
QUOTE (wilcoxon @ Feb 26 2013, 05:02 AM) *
I agree with your reading of Totem's Way (and Magician's Way) - they do not grant access to the new Way-specific powers.


Me being Dumb here, 2 questions

1) CHUMMER Based - I am an invisible way adept and buy the PQ, Chummer still gives the error message that I ALSO need the Totem's Way PQ when trying to buy Unseen Hands

2) Totem's way, why is it 15BP , 5 over the other ways, yet doesn't give the power, and doesn't on my reading of it give a mentor spirit either ?
surely you would need to Be a Mystic Adept first and then apply this PQ to your exisiting mentor spirit.

but actually, selecting another way that is actually appropro to your mentor is both cheaper in BP AND gives you the Adept way power?

Am I being blind here?
Sengir
QUOTE (Nebular @ Feb 14 2013, 02:48 AM) *
- Update is now prevent from running if there is more than one instance of Chummer open at the time to prevent errors

Still getting this problem with the update from build 449 to 453. Both instances fail as they are unable to locate the chummer.exe


And praise the lord for PDF linking, although it took me a bit to figure out where the paths can be configured
wilcoxon
QUOTE (Mach_Ten @ Feb 26 2013, 06:18 AM) *
2) Totem's way, why is it 15BP , 5 over the other ways, yet doesn't give the power, and doesn't on my reading of it give a mentor spirit either ?
surely you would need to Be a Mystic Adept first and then apply this PQ to your exisiting mentor spirit.

but actually, selecting another way that is actually appropriate to your mentor is both cheaper in BP AND gives you the Adept way power?


2) It costs 15 BP because that's what the book says. My reading of it is that it includes the cost of Mentor Spirit (based on wording and that it is more expensive than other Ways by the cost of mentor spirit). You do lose the Way-specific power of going with another Way. However, you do gain an additional four discounted powers over whatever other Way you chose (unless they were already included in the other Way's list).
Thorguild
Fantastic program, and it keeps getting better!

I'm sure it's been asked before, but...

Are you considering a networked environment allowing people in a game to use Chummer as a linked character sheet for everyone? Perhaps even linking the die roller to show rolls?

Maybe a DM function to keep the NPC sheets hidden?

Thorguild
Kiirnodel
QUOTE (wilcoxon @ Feb 26 2013, 11:30 AM) *
2) It costs 15 BP because that's what the book says. My reading of it is that it includes the cost of Mentor Spirit (based on wording and that it is more expensive than other Ways by the cost of mentor spirit). You do lose the Way-specific power of going with another Way. However, you do gain an additional four discounted powers over whatever other Way you chose (unless they were already included in the other Way's list).

I'm not so sure it costs extra because it includes the mentor spirit quality. I took a look at an (unofficial) errata that I found, I believe written by the author based on the wording. It didn't mention anything about Totem's Way. But I did look at the quality itself, and it does give a little more than the other ways. You get to choose another Way's favored powers (which is referring to the list of discounted powers based on the wording and the "Favored Powers" sidebar), plus add 4 more powers to the list of discounted powers. Plus get a bonus to three metamagics. That is a lot more customization than any of the other ways (which have a set power list and associated metamagics bonus). The only other way that is similar is the Magician's Way, which also gets to choose from another way's favored list, but only gets a bonus to one metamagic (technically they can get both metamagics from the other Way instead, but that is just effectively duplicating the other way, not being its own).

Just my thoughts on the balance...
SpellBinder
QUOTE (Mach_Ten @ Feb 26 2013, 03:18 AM) *
...

1) CHUMMER Based - I am an invisible way adept and buy the PQ, Chummer still gives the error message that I ALSO need the Totem's Way PQ when trying to buy Unseen Hands

...
Sounds like your Powers.XML sheet is out of date, as checking my copy shows the <oneof> tag in the power requirements. My Totem's Way Fix file will solve this for you, as it removes the Totem's Way from all of the other special adept powers.
SpellBinder
Decided to poke around and test the Street Ninja and Sharpshooter qualities. I found that Street Ninja can only be taken once despite it explicitly saying within the quality's description that it may be taken twice.

Regarding Sharpshooter, and it may take some discussion on this one, but I for one would think that the Reflex Recorders for the skill groups that include the required Infiltration and Longarms skills should be included for taking the Sharpshooter quality. Like taking the Reflex Recorder (Firearms) meets the the requirement for taking the Reflex Recorder (Longarms).
Errant
QUOTE (bannockburn @ Feb 21 2013, 10:56 AM) *
It doesn't do that because the perception pool does not know if it's supposed be thrown as a visual, aural or other perception test wink.gif

I figured that might be it, that's why I was thinking it could be a pseudo-specialisation.

As far as the new PDF functionality goes, I've found that PDF Xchange works perfectly.
wilcoxon
QUOTE (SpellBinder @ Feb 27 2013, 03:04 AM) *
Decided to poke around and test the Street Ninja and Sharpshooter qualities. I found that Street Ninja can only be taken once despite it explicitly saying within the quality's description that it may be taken twice.

Regarding Sharpshooter, and it may take some discussion on this one, but I for one would think that the Reflex Recorders for the skill groups that include the required Infiltration and Longarms skills should be included for taking the Sharpshooter quality. Like taking the Reflex Recorder (Firearms) meets the the requirement for taking the Reflex Recorder (Longarms).


If something requires Reflex Recorder (Longarms) then I would definitely say Reflex Recorder (Firearms) qualifies as Firearms is a superset of Longarms plus others.
Thanee
Chummer seems to be missing an option to turn a Detection Spell into an Extended Spell (you can do this with all of them, but only some are included in the list as seperate spells).

The spell I noticed this with is Cryptesthesia.

Bye
Thanee
Nebular
QUOTE (SpellBinder @ Feb 25 2013, 07:25 PM) *
That's the confusion the rest of us are having in this. "Adepts with this Quality may choose one other Way’s list of favored powers as appropriate to their Mentor Spirit, and purchase those powers at a 25 percent discount (rounding as normal), selecting one power for every two Magic Points.  They do not get the other benefits of that Way." No where does it say they get to choose the exclusive power of that other Way. The lists of powers of the other ways are apparently definitive, and do not include the extra power you gain access to depending on the chosen way. I've also not found anywhere where it seems to even hint at that exclusive power being part of the list of discountable powers.

But if you're going to stick by this, allowing the Totem's Way to have access to the other Ways' powers, then you'll want to add the Magician's Way to that as well, as that quality is worded exactly the same Way about being able to choose one other Way's list of favored powers.

On the flip side, if there's enough call for it here, I certainly can write up an override XML file for those who want the Totem's Way excluded from the other powers.

Holy crap, I completely overlooked the actual list of Powers in the text for each Quality! For the longest time I was thinking it meant the exclusive Powers listed at the end of the book and that they gained access to them! I'm putting out another quick update this evening and will remove The Totem's Way as one of the requirements from those Powers. Since there's nothing stopping an Adept with a Way Quality from selecting the Way Discount checkbox, nothing else should need to be done.
Nebular
QUOTE (bannockburn @ Feb 25 2013, 08:02 PM) *
Holy crap, I love this feature! Thanks to whoever suggested it and thank you Nebular for implementing it!

No news on the cyber suites front? I still feel like an idiot for being unable to implant a suite into a character in career mode.

It'll be in this evening's update. The only catch is that there will be no way to undo it thanks Cyberware Suites being a collection of different pieces and the Undo information being limited to a single piece. nyahnyah.gif
bannockburn
Ah. So there wasn't a secret trick to do this smile.gif
Thanks!
Nebular
QUOTE (Thorguild @ Feb 26 2013, 12:34 PM) *
Fantastic program, and it keeps getting better!

I'm sure it's been asked before, but...

Are you considering a networked environment allowing people in a game to use Chummer as a linked character sheet for everyone? Perhaps even linking the die roller to show rolls?

Maybe a DM function to keep the NPC sheets hidden?

Thorguild

I had actually considered this at one point about a year ago but never actually did anything with it. Then it completely fell off my list. I'll put it back on my list and see if it's something I can do later one.
Nebular
QUOTE (SpellBinder @ Feb 27 2013, 02:04 AM) *
Decided to poke around and test the Street Ninja and Sharpshooter qualities. I found that Street Ninja can only be taken once despite it explicitly saying within the quality's description that it may be taken twice.

Regarding Sharpshooter, and it may take some discussion on this one, but I for one would think that the Reflex Recorders for the skill groups that include the required Infiltration and Longarms skills should be included for taking the Sharpshooter quality. Like taking the Reflex Recorder (Firearms) meets the the requirement for taking the Reflex Recorder (Longarms).

Street Ninja was an oversight on my part. Forgot to include the bit that removes the limitation for selecting a Quality only once.

It would make sense that the Reflex Recorder for the Skill Groups would also work. The problem comes in with the logic of how I can structure that in the XML and application code. smile.gif It won't be fixed in this update but I'll try to figure it out for the next one.
Nebular
Build 455
  • fixed an issue where the Select Weapon Accessory window would display items from all sourcebooks instead of only the ones selected in the Options window
  • added an optional rule to enable the breaking of Skill Groups while in Create Mode
  • added support for purchasing Cyberware Suites in Career Mode (see below)
Cyberware Suites in Career Mode
Cyberware Suites can now be purchased for a character while in Career Mode. However, please note that it is not possible to undo the Nuyen Expense for the Cyberware Suite as it is a collection of multiple pieces of Cyberware. If you're uncertain about a Cyberware Suite, please save your character before adding one to them in Career Mode.

New Strings
  • Checkbox_Options_BreakSkillGroupsInCreateMode
  • String_ExpensePurchaseCyberwareSuite
SpellBinder
You missed one power, Confidence Man. But at least it's a <oneof> tag so it's not an immediately pressing need.

Added: Just noticed a new crazy math in creation mode. For a new character, as soon as an individual active skill the Active Skills karma count goes to -998998 instead of 4. In BP mode, Active Skills BP count goes to -3992 instead of 4. Existing files still in creation mode are similarly impacted (my karma creation file for Harlequin has him with -25,973,128 karma for his Active Skills instead of 1056). This happens when the option to allow skill groups to be broken is enabled, which I also noticed got enabled for all rule sets instead of just one.
Mantis
Getting this issue where if I buy something and move it to a location other than the default Selected gear section, and then try to undo the expense, the program throws this error:

QUOTE
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at Chummer.frmCareer.tsUndoNuyenExpense_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.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)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.296 (RTMGDR.030319-2900)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Chummer
Assembly Version: 0.0.0.455
Win32 Version: 0.0.0.455
CodeBase: file:///D:/Shadowrun/Miscellany/Software/Chummer/Chummer.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1002 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: 4.0.30319.1001 built by: RTMGDR
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: 4.0.30319.1001 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
----------------------------------------
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.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
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


Any chance of getting aerodynamic thrown grenades as an option? The ranges are on pg 151 SR4A.

I also can't seem to get the PDF option to work. To be clear, I've set the location of Acrobat Reader (C:\Program Files (x86)\Adobe\Reader 11.0\Reader\AcroRd32.exe) but the PDF location box remains greyed out. When I try selecting a page reference nothing happens. So what am I missing (probably something simple)?
SpellBinder
Select a book from the list on the left, and the PDF location box on the right should become enabled. Took me a little bit to figure it out, too.
Mantis
Ah. OK cool, thanks for that Spellbinder.
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