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fmatte
QUOTE (fmatte @ Apr 19 2013, 05:32 AM) *
The grenade launcher does show its own dicepool in chummer, but not on the printed character sheet. It simply displays "Grenade", so we have to look at the minigrenade line to know the dicepool.

I've updated Chummer, but it still uses the pistol dicepool for the minigrenade


Forgot to mention: the weapon i'm using is the Colt M22A3 with the integrated underbarrel grenade launcher. Other grenade launchers display the proper dicepool on the printed sheet, but not this one
fmatte
When you modified the Parashield Dart Pistol, you entered the skill as <useskill>Exotic Ranged Weapons</useskill> but the skill itself is <useskill>Exotic Ranged Weapon</useskill>

Please make the modification
bannockburn
While playing around with a character that's initiated in creation (karma creation, obviously), I've noticed the following:

1) I gave the character the Adept quality
2) I went to the initiation tab to initiate once
3) I decided against making an adept and removed the quality => The karma expenditure for initiation was still present
4) Adding back the quality, the character was still uninitiated and there was no way to get the karma back.
SpellBinder
The Victorinox Smart Staff (Pole Arm) should be set to use the Exotic Melee Weapon skill, not Clubs. Reference SR4a, page 122 on the skill.
Nebular
QUOTE (fmatte @ Apr 19 2013, 01:59 PM) *
When you modified the Parashield Dart Pistol, you entered the skill as <useskill>Exotic Ranged Weapons</useskill> but the skill itself is <useskill>Exotic Ranged Weapon</useskill>

Please make the modification
QUOTE (SpellBinder @ Apr 21 2013, 08:36 PM) *
The Victorinox Smart Staff (Pole Arm) should be set to use the Exotic Melee Weapon skill, not Clubs. Reference SR4a, page 122 on the skill.

Weapons data file has been updated to correct these.
Nebular
QUOTE (Shaidar @ Apr 18 2013, 09:49 PM) *
I'm having troubles getting a Custom Metatype file to work.

I'm trying to create a new race for a player, I thought I'd go the Metatype route as opposed to adding a Metavariant because I wanted different Attribute ranges

But I can't get custom files for either to show-up in Chummer.

I also can't figure out how to use the XSD files.

First thing to make sure is that the file name you're using is valid. The file should be called something like "custom_metatypes.xml" or "custom_Shaidar_metatypes.xml". What value do you have in the <source /> tag? If it's a code that you created, you'll need to create a matching entry for it in "custom_books.xml", then enable the new sourcebook in the Options window.

The XSD files are used to ensure the XML files conform to structure that Chummer expects them to be in. You need to use an XML schema validator in order to do this, giving it both the XSD file (which defines how the file should look) and the XML file you want to validate. So metatypes.xsd can be used to validate any metatypes.xml file including custom ones. I personally use CoreFiling's XML Schema Validator and find it does a great job at highlightly exactly where issues are within the files.
Shaidar
I just got the custom_book.xml thing.

And it shows up in the Metatype selection area now. but generates an error.

The validator says everything is good.
SpellBinder
I think I've got it figured out for you in the thread you created. No need to worry, I expect.
Tashiro
Hmm. That is something, though, I wonder if someone can play a free sprite. There's such things, right?
bannockburn
QUOTE (Tashiro @ Apr 25 2013, 04:05 PM) *
Hmm. That is something, though, I wonder if someone can play a free sprite. There's such things, right?

Nope. Only AIs
SpellBinder
Two things I noticed regarding cyberweapons. One, SR4a, page 344, all cyberguns are pre-equipped with smargun systems, but the weapons.xml file doesn't include this. Two, the cyberware grenade launcher is coded to accept accessories where all other cyberguns are not.
O'Ryan
I'm having some issues getting an implanted headphone to display correctly. It's listing in the "cyberware" tab doesn't have any of the stats, and under the "Street Gear" tab it displays the Headware: Commlink, but with responce, signal, system, and firewall of 0.

How I specified which commlink was implanted was right clicking "Commlink" under the cyberware tab, clicking "add gear," and building the 'link that way. I don't seem to have the option to manipulate the listing under the "Gear" tab at all.
SpellBinder
You'll have to delete what you built up under the Cyberware tab for the commlink and rebuild it in the Gear tab under the Headware: Commlink location. You'll have to start by creating the base commlink in the Selected Gear first, but when you've got at least your base commlink hardware started you can left-click and drag it down to the Headware: Commlink location and continue from there.
O'Ryan
QUOTE (SpellBinder @ Apr 27 2013, 04:22 PM) *
You'll have to delete what you built up under the Cyberware tab for the commlink and rebuild it in the Gear tab under the Headware: Commlink location. You'll have to start by creating the base commlink in the Selected Gear first, but when you've got at least your base commlink hardware started you can left-click and drag it down to the Headware: Commlink location and continue from there.


Aha! I could have sworn I tried that already but, lo and behold, it worked. Thanks!
Nebular
Build 472
  • save files now include <gameedition /> to indicate which edition of Shadowrun they are for
  • <gameedition /> is now checked when loading a save file to ensure the edition of Chummer and the save file match
  • fixed an issue where a failed roll with 0 Hits and not enough 1s to cause a Glitch would incorrectly show a Glitch
  • fixed an issue where increasing the quantity of Ammo using the Qty + button or the Buy Additional Ammo button would incorrectly multiply the total cost of the purchase
  • fixed an issue where removing an item that gave the character access to the Initiation/Submersion tab in Create Mode would not properly refund the cost of any Initiation/Submersion Grades that were purchased
  • Underbarrel Weapons now show their Dice Pools on the SR4 character sheet
New Strings
  • Message_IncorrectGameVersion_SR4
  • Message_IncorrectGameVersion_SR5
  • MessageTitle_IncorrectGameVersion
Valnar
Any chance we will get the stuff from the "Rigger 4" April's fools book? Some of that is actually quite plausible and well done...
Mach_Ten
Sorry Nebular, I did a quick search for Mentor Spirits and there have been a few mentions of it and you have fixed some, but I'm missing a way to add in my GM approved Mentor spirit with it's own bonus (copied from other existing ones) and drawbacks (free text so not important)

question though, I can't find a way to implement this in CHUMMER™ is there a way ?

secondly,

other than buying for free and duplicating the stats is there a way to get a weapon with "Additional Clip" to display both weapon stats for each Ammo ?

clip one EX EX = 7P -2 AP
Clip two Gel rnds = 5p 0 AP

etc. ..

Thanks again
O'Ryan
Speaking of multiple ammos, is it possible to combine tracers with something?
SpellBinder
QUOTE (Mach_Ten @ Apr 30 2013, 08:39 AM) *
Sorry Nebular, I did a quick search for Mentor Spirits and there have been a few mentions of it and you have fixed some, but I'm missing a way to add in my GM approved Mentor spirit with it's own bonus (copied from other existing ones) and drawbacks (free text so not important)

question though, I can't find a way to implement this in CHUMMER™ is there a way ?

You can copy the mentors.XML file, renamed as custom_mentors.XML, clean out all the extras and edit one mentor spirit entry to match the stats of your GM approved Mentor Spirit.

QUOTE
secondly,

other than buying for free and duplicating the stats is there a way to get a weapon with "Additional Clip" to display both weapon stats for each Ammo ?

clip one EX EX = 7P -2 AP
Clip two Gel rnds = 5p 0 AP

etc. ..

Thanks again
You can freely click the dropdown for "Current Ammo:" between the two magazines and the weapon's Damage & AP stats change accordingly (as long as said magazine is actually loaded with ammo). Chummer does track the differences between the two magazines, including remaining ammo.
Black Mamba
I apologize, in advance, if this questions has already been answered.

Is there any way to designate what spell is cast on a Sustaining Focus and therefore integrate the spell's particular effect, say Increase Reflexes for example?
bannockburn
Not especially so, but you can create an Improvement under the corresponding tab when in career mode.
You can then activate or deactivate it at opportune moments (such as after casting the spell).
SpellBinder
You can also create a note on the focus itself (right click focus > Notes).
Shaidar
QUOTE (Mach_Ten @ Apr 30 2013, 07:39 AM) *
Sorry Nebular, I did a quick search for Mentor Spirits and there have been a few mentions of it and you have fixed some, but I'm missing a way to add in my GM approved Mentor spirit with it's own bonus (copied from other existing ones) and drawbacks (free text so not important)

question though, I can't find a way to implement this in CHUMMER™ is there a way ?

secondly,

other than buying for free and duplicating the stats is there a way to get a weapon with "Additional Clip" to display both weapon stats for each Ammo ?

clip one EX EX = 7P -2 AP
Clip two Gel rnds = 5p 0 AP

etc. ..

Thanks again


You need to create a Custom Data file to include the GM approved Custom Mentor Spirit. I recomend coping the mentor file in the data folder and editing one to be what you want. Don't forget to add a custom_book file for this data.
Kiirnodel
Was helping one of my players create some full Milspec for his character, and I noticed a few issues with the armor suit capacities.

There are several enhancements that shouldn't take up capacity in the armor suits. Ruthenium Polymer Coating, Shock Frills, and Gel Packs are all explicitly shown as having a Capacity of "-" for amor suits according to the charts on Page 50 (for Gel Packs and Ruthenium Poly), and Page 44 (for Shock Frills)

In my opinion, the YNT Softweave should probably not take up any capacity either as it is a modification to the base armor. Its cost is based on the armor and it changes the availability of the armor, so it couldn't be added as a modification post-production. I could almost see this being a checkbox when buying armor rather than an item you can add to it (simply because Chummer does the awesome job of showing the Threshold and Interval for the Availability Tests).


When modifying regular armor, it gives the ability to add non-armor modifications (like sensors) to regular armor. I don't disagree with this, to a certain extent it makes sense. But I don't think the Rating 6 of say, a Microphone, should take up 6 modification slots in an Armor Vest. I know this part would be an optional rule, but would it be possible to add the option that gear added to regular armor (non amor suits) takes up the same number of modification slots as capacity for amor suits? This would override the modification = rating, but only for the "non-armor" modifications...
Machine Ghost
QUOTE (Kiirnodel @ May 2 2013, 06:37 AM) *
.. snip ..
When modifying regular armor, it gives the ability to add non-armor modifications (like sensors) to regular armor. I don't disagree with this, to a certain extent it makes sense. But I don't think the Rating 6 of say, a Microphone, should take up 6 modification slots in an Armor Vest. I know this part would be an optional rule, but would it be possible to add the option that gear added to regular armor (non amor suits) takes up the same number of modification slots as capacity for amor suits? This would override the modification = rating, but only for the "non-armor" modifications...
Yep, microphones and cameras take up slots equal to their rating, when it should be a single slot and the rating determines how many options can be added to microphone/camera. I have a similar complaint about the way drone sensor ratings get calculated. The final rating is the average of all of the included sensor ratings (for sensors with ratings, which uses the microphone and camera ratings. I think those should be treated as unrated sensors (like motion sensor), and again the rating only determines how many options can be added.

The 'real' (non RAW) way to handle the armor, is to use slot(s) to add a sensor package (probably medium or large drone package), then add sensors to the package per it's limits. I've fudged that by adding a placeholder, then adding the items to the placeholder. As a minimum, that prevents the microphone rating from eating the slots.
Omen Derry
I have a suggestion from my gaming group.

Under house rules, add a method of adjusting the maximum availability of items acquired through the [Restricted Gear] quality. The GM stated that since starting availability was going to be higher that restricted gear can get more restrictive items by the same increase. We were running starting availability of 18 (standard+6), so the restricted gear quality would, in this case, grant access to an item of availability up to 26... Sadly some of the players couldn't use chummer because of this... or at least they chose not to because they said it was too much hassle.
Nebular
Sorry, haven't had much time to actually read through the items recently as I've been trying to hammer out a Linux issue. Thankfully it should be fixed with this update though!

Build 473
  • Default Character Sheet option is now saved correctly
  • added a Apply Linux printing fix option to the Character and Printing tab in the Options window (see below)
  • fixed an issue with printing character sheets when running Chummer through Wine (see below)
Printing with Linux/Wine
This update introduces a fix to allow machines using Wine to load Chummer on a non-Windows OS to print character sheets if they were previously crashing. To fix the printing issue, go to Tools > Options > General Tab > Character and Printing sub-tab. Turn on the Apply Linux printing fix checkbox, then click OK. You should now be able to print without crashing.

New Strings
  • Checkbox_Option_PrintToFileFirst
SpellBinder
Don't know how long this has been in Chummer, but came across it while tinkering with an awakened character. The character had two Sustaining Foci, one Health and the other Manipulation, both at Force 4. Upon adding a second Sustaining Focus (Health) item at the same rating, the list of Bonded Foci changed to say the character had "2 Sustaining Focus (Health)" and it looks like both foci are bonded without the appropriate karma expenditure.

Would it be possible to be able to isolate and list non-stacked foci of the same time & Force individually in the Bonded Foci box?
bannockburn
According to Unwired, p. 196, it is possible to add options from the Advanced Safety weapon mod (Arsenal, p. 148, table on p. 147) to a commlink's biometric lock option.
However, Chummer does not account for that and these security devices only appear as weapon mods.
There is also no speed loader equipment available, only a weapon mod.
SpellBinder
I believe Chummer has a mathematical issue when adding Natural Fiber to certain pieces of clothing, particularly anything that does not divide evenly. First noticed this with a Victory (Ares) article that's base 25¥, which 10% would be 2.5¥. Chummer repeatedly gives an error when you click on the item or the mod, and does not properly deduct the cost either.

My suggestion for a fix is to have fractional costs be rounded up to the next whole nuyen.

Added: Also noticed that after the error appeared Chummer had issues with tabulating nuyen in general, until I closed & relaunched the program. Also, this is in create mode, not career.
Setthoth
Will there be an option to use the anniversary edition of the rules instead of only the 4th edition?
SpellBinder
Check the pages numbers in the rules references in Chummer, it already does. Even though the book is labeled as "SR4", it's actually referencing the SR4a book, like the Ares Predator IV being on page 317 and not 307, or the fact that cameras actually have a rating value (SR4, page 325 has no such info, but SR4a, page 332 does).
Novocrane
Elongated limbs has the following, which I didn't see show up when taking the quality.
QUOTE
The character must buy special clothing to accommodate this unusual physique (+10 percent cost), and may require customization of certain gear (such as armor)


Spy Games' advanced materials, nanoization, etc also don't seem to be functional at this point, either. They're supposed to work of the base item's cost. Instead they go by their own rating, and are purchasable as individual items. It's like being able to buy armour mods separately.
Mantis
For the cost increase, just use the markup boxes when buying gear in career mode. Price mark-ups like that don't get applied in create mode in the same way dwarves or trolls don't need to pay for larger or smaller items in create mode.
Sichr
Is there any way to convert character "Marked as created" back to edit mode, when I made a mistake or forget something?
IridiosDZ
QUOTE (Sichr @ May 8 2013, 06:15 AM) *
Is there any way to convert character "Marked as created" back to edit mode, when I made a mistake or forget something?


There is no way to do that, as far as I know. My usual practice is to save the build mode file right before conversion. Then when converting to career mode, use a different file name. Thus you have the build mode file still available.
bannockburn
There's an option under General -> Miscellaneous, called 'Create Backup of character before moving them to create mode'. If this is activated, you'll find it somewhere in the installation folder. Other than that, you can edit the character's .chum file with notepad or a similar text editor
IridiosDZ
Ok. I think I found a glitch. While building a NPC mage. Built with the 'Ignore Character Creation Rules' option enabled. Gave the magician a number of bonded foci, among them a power focus (3) and a Combat Spellcasting focus (3). Switched to Career mode. Now when I check the spellcasting skill it shows in the tool tip "skill (6) + magic (5) + pwr focus (3) + pwr focus (3)" for a total of 17. I don't think the combat spell focus should show up there. Also when checking the spell list, non combat spells show a dicepool of 17, but combat spells have a pool of 23! That appears to be adding the foci again.

Kiirnodel
Hmmm, that is particularly wrong, seeing how no more than one focus can add to a single die pool...
SpellBinder
Regarding Chummer's PDF interface, I noticed something interesting with it's relation with my installation of Foxit after its last update. If the PDF isn't already open it is now opened to the first page and that is it, however if the PDF is already open it'll actually jump to the indicated page.
Nebular
QUOTE (SpellBinder @ May 4 2013, 01:35 AM) *
Don't know how long this has been in Chummer, but came across it while tinkering with an awakened character. The character had two Sustaining Foci, one Health and the other Manipulation, both at Force 4. Upon adding a second Sustaining Focus (Health) item at the same rating, the list of Bonded Foci changed to say the character had "2 Sustaining Focus (Health)" and it looks like both foci are bonded without the appropriate karma expenditure.

Would it be possible to be able to isolate and list non-stacked foci of the same time & Force individually in the Bonded Foci box?

This one appears to only happen if you have the Stack checkbox selected in the Select Gear window. If the checkbox is cleared, the new Focus is added as a separate item to the Gear list and the Stacked Focus list. So there's at least a work around for it. A more fitting long term solution might be to flag certain items as being non-stackable.
Nebular
QUOTE (Sichr @ May 8 2013, 04:15 AM) *
Is there any way to convert character "Marked as created" back to edit mode, when I made a mistake or forget something?

You can do it by editing the save file with your text editor of choice. Around line 35 you'll see a line that shows:
CODE
<created>True</created>
Remove that line, save your file, and you should be good! It's really only advisable if you just put your character into Career Mode and realised that you still want to tweak them before earning any Karma and Nuyen.
Nebular
QUOTE (SpellBinder @ May 8 2013, 01:17 PM) *
Regarding Chummer's PDF interface, I noticed something interesting with it's relation with my installation of Foxit after its last update. If the PDF isn't already open it is now opened to the first page and that is it, however if the PDF is already open it'll actually jump to the indicated page.

Yeah, I noted that in the changelog notes when PDF support was first introduced. wink.gif It's an incredibly annoying limitation of Foxit. Adobe Reader, on the other hand, will spawn a new instance of itself every time you select a page. Neither works in the ideal way of just jumping to that chosen page if the file is already open. At some point I'm going to have to look at just embedding PDF support directly in the app. sarcastic.gif
Nebular
QUOTE (IridiosDZ @ May 8 2013, 04:26 AM) *
Ok. I think I found a glitch. While building a NPC mage. Built with the 'Ignore Character Creation Rules' option enabled. Gave the magician a number of bonded foci, among them a power focus (3) and a Combat Spellcasting focus (3). Switched to Career mode. Now when I check the spellcasting skill it shows in the tool tip "skill (6) + magic (5) + pwr focus (3) + pwr focus (3)" for a total of 17. I don't think the combat spell focus should show up there. Also when checking the spell list, non combat spells show a dicepool of 17, but combat spells have a pool of 23! That appears to be adding the foci again.

*choke* Um, yeah, that's not right at all! I'll just go fix that... smile.gif
HugeC
Chummer is great!

I may have found a bug, not sure. When I give a character a Suprathyroid bioware, the +1 bonus to Reaction it provides shows up. If I then make the character an Adept and give him Improved Reflexes (any level), the bonus to Reaction from Suprathyroid disappears. It looks to me like those should stack, but perhaps I'm not aware of a rule?

Anyway, cheers and thanks for a great program!
Nebular
QUOTE (Omen Derry @ May 2 2013, 08:56 PM) *
I have a suggestion from my gaming group.

Under house rules, add a method of adjusting the maximum availability of items acquired through the [Restricted Gear] quality. The GM stated that since starting availability was going to be higher that restricted gear can get more restrictive items by the same increase. We were running starting availability of 18 (standard+6), so the restricted gear quality would, in this case, grant access to an item of availability up to 26... Sadly some of the players couldn't use chummer because of this... or at least they chose not to because they said it was too much hassle.

This should be working correctly. The catch is that when creating a new character, the player must make sure to enter 18 in the Max. Avail field in the Choose BP window. If that is not done, it carries on believing that 12 is the Maximum Availability. If this is entered properly, characters can carry any number of items up to Avail 18 without issue. Each item over Avail 18 would require Restricted Gear. You can thankfully modify the save files if they still exist to change their Max Avail values without having to recreate the character. Open the save file in your text editor of choice. Somewhere around line 35 you should see
CODE
<maxavail>XX</maxavail>
where XX is some value. Change this number to 18 and save the file. The character should now be allowed items up to Avail 18 without it complaining.
Nebular
QUOTE (HugeC @ May 8 2013, 06:58 PM) *
Chummer is great!

I may have found a bug, not sure. When I give a character a Suprathyroid bioware, the +1 bonus to Reaction it provides shows up. If I then make the character an Adept and give him Improved Reflexes (any level), the bonus to Reaction from Suprathyroid disappears. It looks to me like those should stack, but perhaps I'm not aware of a rule?

Anyway, cheers and thanks for a great program!

This gets into the painfully complicated and somewhat poorly-documented area of effects that don't stack. Suprathyroid Gland affects the character's REA which means it's directly affecting their Initiative. The Improved Reflexes Power also affects REA and states that it does not stack with other technological or magical means that increase REA/Initiative; this includes the Suprathyroid Gland. There was a bunch of debate on here back in the original thread (somewhere in that landslide of pages) and I believe we even asked Jason Hardy and some other people at Catalyst how that was all supposed to work. This is end result after all of the dust settled. smile.gif
SpellBinder
QUOTE (Nebular @ May 8 2013, 04:59 PM) *
Yeah, I noted that in the changelog notes when PDF support was first introduced. wink.gif It's an incredibly annoying limitation of Foxit. Adobe Reader, on the other hand, will spawn a new instance of itself every time you select a page. Neither works in the ideal way of just jumping to that chosen page if the file is already open. At some point I'm going to have to look at just embedding PDF support directly in the app. sarcastic.gif
Really? Before this last update from Foxit, if the PDF was already open and on the wrong page, it just became the dominant file in Foxit and stayed on the same page. If the file was not already open, it was opened and jumped to the corresponding page.

Or maybe it's just me in being slow to update Foxit.
SpellBinder
QUOTE (Nebular @ May 8 2013, 04:52 PM) *
This one appears to only happen if you have the Stack checkbox selected in the Select Gear window. If the checkbox is cleared, the new Focus is added as a separate item to the Gear list and the Stacked Focus list. So there's at least a work around for it. A more fitting long term solution might be to flag certain items as being non-stackable.
Ah, I see. Wish my mind had registered this checkbox sooner. Got it. cool.gif
Errant
Try PDF X-Change instead of Foxit. I find it works more consistently with the page references than Foxit or Acrobat.
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