Shadowrun

Shadowrun General => General Discussion => Topic started by: Adam on <07-03-14/0940:49>

Title: Chummer for 5th Edition
Post by: Adam on <07-03-14/0940:49>
So here I go with my attempt to make my first post here be something special...

TLDR: I've been working on updating Chummer for 5th edition, it's gone through beta, it uses the same .NET 4.0 Framework as original Chummer, and here's the link: https://code.google.com/p/chummer5/ (https://code.google.com/p/chummer5/)

Longer Version: About a year ago, my roughly 15 year old gaming group decided we'd had enough of playtesting D&D Next and wanted to play something different.  Once we settled on Shadowrun the next question was 4th or 5th Edition. After discovering Chummer and realizing that 5th Edition at that time was only one book, well... we settled on 4th Edition pretty quick.

As we played though, we found a number of things that were cumbersome, or vague, or cumbersome and vague.  And for some of these issues we were finding that 5th Edition had some nice fixes... but no Chummer.  Every time we'd look at 5th, the lack of Chummer stopped us cold. But hey... I'm a programmer, I've worked in C# for close to 10 years and WinForms (in VB) for about as long... I could do it!

Fast forward a little over a month and I had my first alpha build for my gaming group.  Fast forward another month and we had my first beta ready build.  Two months after that and I've taken off the beta tag.

Now there's a few things you should know about this build:

First, it's been renamed Chummer5 and uses .chum5 files so that it won't step on original Chummer and you can associate .chum files with original Chummer and .chum5 with Chummer5. 

Skill limits are calculated and there's a new tab where you can track limit modifiers from qualities and gear and the like as well as manually add your own. As these are often conditional, they aren't added to the calculated limits automatically but are shown on the character sheet so you have them handy when it is appropriate to add them.

Build numbers for Chummer5 have changed from the original.  I started with 5.101 and have been incrementing upwards since my first alpha build.  As of this writing, the current build is 5.139.  You should always be able to find the current build at the link at the top of this post.

Lastly, I have a few very important things to say:

First, none of this would be possible if it weren't for Nebular and the work he did writing the original Chummer. He made it possible for our group (and I'm sure many more besides ours) to ease our way into Shadowrun and I cannot thank him enough. This update to Chummer was done with his kind permission.

Second, I want to thank my gaming group for all the hours they put in testing the alpha builds I put together. The list of bugs you're not seeing in this code is long and it's because of their work.  Thank you Marc, Randy, Arian, Stacy, Ed, and Jennifer.  You guys rock!

This code has remained open source under the same license Nebular gave it and the code for Chummer5 is in a new repository on Google Code (I kept it separate so it wouldn't step on the 4th Edition Chummer).  I've also set up srchummer5@gmail.com as an address just for handling bug reports and issues so feel free to contact me there as well.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Namikaze on <07-03-14/1048:16>
Wow, excellent.  I'll check this out over the weekend for sure.  :)
Title: Re: Chummer for 5th Edition - public BETA available
Post by: martinchaen on <07-03-14/1146:27>
Awesome, testing this tonight for sure!

If you need help with datafiles (assuming they work the same way they did in SR4), I can assist with proofreading and/or adding new items from new books, as I know my way around the SR4 xmls well.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Xenon on <07-03-14/1209:48>
Which approach is the correct one?
Both are correct (except that raising a skill from 2 to 3 cost 6 karma, not 3).

From a programming point of view you should go with the most optimal approach and prioritize skill points for high rating skills and then use karma on lower skills and/or on specializations (where skill points on specializations is more prioritized only if you don't have any skills of rating 3 or less to spend karma on)

On your example it would be to use skill points on A to 4. Skill points on B to 2. 6 karma on skill B from 2 to 3.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-03-14/1217:22>
Xenon - Thank you! I'll recode the Knowledge Skills to use the optimal path probably this weekend. And I should have been more explicit in my example, for what I had in my head which was Knowledge Skills it would be one point per level in the skill but for Active Skills, you're absolutely right.

Martinchaen - Much appreciated. I'm already adding in the content from Street Grimoire and will be working on it over the weekend as well.  I kept the format as much the same as I could coming from 4th and just added in new tags where needed to support new concepts in 5th.

Right now I really need extra eyes on it, especially people who've been playing for a while and are more likely to catch things I got wrong.  Our group has only been playing Shadowrun for a year and are only just about to start our first 5th Edition campaign in two weeks.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: martinchaen on <07-03-14/1340:51>
Cool! Just got it started up and will recreate my existing characters tonight.

One thing I spotted immediately is that cyberlimbs probably have remnants of old code as you have the BOD stat being affected by them; this is no longer the case in SR5, as cyberlimbs only have STR and AGI stats.

Do you prefer bug reports and corrections be sent by e-mail, posted here on this thread, or submitted/sent elsewhere?
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-03-14/1344:44>
Either here or email is fine but if you send them via email it's a little easier for me.  I'm a OneNote addict and whether they come in from here or via email, the first thing I do is add it to my OneNote bug checklist so it gets resolved promptly and I don't let one fall through the cracks.  Just for reference, I'm also adding some of the low hanging fruit from SG while you guys are playing with the beta so you'll start seeing SG showing up in the next build.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Razhul on <07-03-14/1349:51>
Putting in implanted commlink and then trying to select a commlink will crash the program.

I can also not increase skills past 6, despite having clicked "ignore creation rules".

I can't make a Common,moderate Allergy.

Other than that, awesome work!
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-03-14/1405:35>
Keep 'em coming... I'm fixing the stuff you folks find in between adding items from SG. I'll probably put out an updated build tomorrow at this rate.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: prismite on <07-03-14/1501:26>
Very exciting start, Adam!
Looking forward to the progress you will make!
Title: Re: Chummer for 5th Edition - public BETA available
Post by: voydangel on <07-03-14/1548:25>
Awesome man!
I'll check it out and try to give some feedback/error reports/etc. as soon as I get some time.
Thanks and keep up the great work!
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Razhul on <07-03-14/1551:42>
I think Sensor arrays are missing from the tool? I was wanting to add it to my armor suit and could not find it.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-03-14/1619:02>
Razhul - You're correct. I've tracked down the issue and gotten them to show up correctly but found another problem as well (it's not registering use of capacity when adding sensor functions to the sensor). I'll try to get all of this resolved for the next update.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: JD on <07-03-14/1624:06>
+10 karma to Adam from sunny Denmark.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Davidvs on <07-03-14/1856:06>
Thanks Adam - this is awesome news!
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Iridios on <07-03-14/1902:26>
+10 Karma from me to Adam.  You are my hero!  (Well not exactly but close enough).

I have found one bug (holdover from SR4), the Augmented maximum on attributes is not 50% of Natural anymore, it is Natural +4 (Pg. 94).
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-03-14/1907:39>
JD, Davidvs, and Iridios - My pleasure. It's been fun working on this project.

Iridios - Great catch on that one. I'll get it fixed for the next build which should be coming out tomorrow morning.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Tecumseh on <07-03-14/2135:59>
This is looking really good! An old friend, back from a long journey. Welcome back, Chummer!
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Mendrian on <07-04-14/0415:06>
Exceptionally minor quibble:

I've noticed there doesn't seem to be any way to add a deck to a Headdeck. I can just buy the two options separately (I can buy Headdeck under Cyberware and then the appropriate deck under Gear) but it would be helpful from an organizational standpoint if I could select the appropriate deck directly when I buy the headdeck.

Otherwise - awesome. I can't tell you how much this is appreciated. I registered just to say thank you.

EDIT: Also, are RCC's listed anywhere? Can't seem to find any.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Booze on <07-04-14/0704:32>
LOVE!!! 0.0
Title: Re: Chummer for 5th Edition - public BETA available
Post by: firebug on <07-04-14/0745:28>
Ah, I cannot tell you how grateful I am that someone picked this up!  And you're doing a great job.

I noticed a mistake; you neglected to allow Technomancers to take Focused Concentration.  If I find more I'll edit this post to include them as I try to translate my character to this program.  When I ignored creation rules to do it anyways (I'm transfering a character anyways, I'd break money/karma limits) it seems that you just have to buy it multiple times.  I know in Chummer 4 it was listed as a different quality for each rank.

The electrochromic clothing modification doesn't appear for my Armor Jacket.  I can see how you'd not think to allow that, but from what I can tell in the book it should be able to be an upgrade for armor with it.

The YNT Softweave mod seems to be a bit glitchy. It seems to be adding the bonus twice in two different spots.  For example, when added to my Armor Jacket (12) it then displays it as Capacity 18 (24 remaining).

Data chips are accidentally ten times as expensive as they should be.  The price listed in the book (5¥) is for 10 of them.  Other RFID chips are probably similarly mispriced, I didn't check.

The Colt Inception has 1 more RC than it should have.  The book lists it as 1(3) from Electronic Firing and a Bipod, but Chummer has it as just 4 instead of 3.

Horizon Flying Eye is listed twice under Microdrones.

Gasp!  Thank you SO MUCH for not removing the "Hacked" option for software.  I use it as a houserule for skillsofts ('cause it was possible in 4th) and it's not actually in the rules for 5th yet.

I seem to have too many free knowledge points.  It's (INT + LOG) x 2, I seem to have gotten (INT + LOG) x 3.

The Sensor Housing and Sensors don't seem to work; when I try to purchase them, I get an error message.  There also didn't seem to be a way to add a sensor to a vehicle.



That's all I encountered transferring my character.  Of course, once the character was "created" there was a bunch of stuff off but...  Believe me, I understand how big of a task it'll be to more or less wipe all the outdated calculations for a created 4E character and put in the new 5E ones.  What you've managed so far is great though.  I for one really appreciate that you're putting the work into this for the Shadowrun community.  I'm sure the forums will sing your praise for this, no doubt!
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-04-14/0825:27>
Firebug - Fixed the Focused Concentration issue for the next update 5.110.  It'll be out later this morning (as soon as I kill another particularly annoying bug I've been trying to get rid of since last night).

Mendrian - Fixed the Cyberdeck issue as well for 5.110. Please forgive me (perhaps it's just that I just woke up) but RCC?  I'm not parsing the initials.

Booze, Tecumseh, Mendrian, and Firebug - Thank you! I can't tell you how awesome it is to wake up in the morning and see that people are appreciating and enjoying all of this.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: firebug on <07-04-14/0844:35>
I've updated my post about the bugs I found.  And good job!
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-04-14/0902:38>
The Colt Inception has 1 more RC than it should have.  The book lists it as 1(3) from Electronic Firing and a Bipod, but Chummer has it as just 4 instead of 3.

Ok...this one is perhaps me getting too fancy.  I had noticed that on pg. 175 of the core book that it says that you're supposed to get 1 point of RC per 3 points of STR (round up) so I'm automatically including that in the calculated RC values for weapons.  So here's the question... should I be doing that?

Thanks for the great catch and I'm working on the other items as quickly as I can.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: firebug on <07-04-14/0908:05>
Ah, I didn't think that'd be the cause.  I wouldn't calculate it into each weapon...  Also, strictly speaking I believe you get 2.  You get 1/3 STR (rounded up) and a base 1 every time you begin firing.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: martinchaen on <07-04-14/0911:46>
The 1 Recoil Compensation is debated; some say it's the first time you fire the weapon only (i.e. not on subsequent shots). The wording is open for interpretation.

I would include any Recoil Compensation you get for Strength as it is now a base rule, and if possible annotate it as a popup.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-04-14/0938:09>
First off, I've updated with a new build which includes a fair number of fixes and my first addition of Street Grimoire content.  I'm by no means done adding in SG, it just has the first wave.  I'll update the original post to note that this update has been published.

Build 5.110 (beta)
- Added the entry for Street Grimoire (SG).
- Added the Traditions from SG.
- Added the Mentor Spirits from SG.
- Added the Spells from SG.
- Added the Adept Powers from SG.
- Trimmed the text displayed for Mentor Spirit choices so the text would fit better. You may need to delete and re-add the Mentor Spirit Quality on existing characters.
- Adjusted the position and size of the Mentor Spirit choice dropdowns to give them more room.
- Fixed an error on the Wise Warrior Mentor Spirit that would prevent it from offering its choices.
- Fixed an error where a cyberlimb would apply modifiers to BOD.
- Fixed a bug which would prevent adding a commlink to an implanted commlink.
- Fixed a bug which would prevent increasing a skill above 6 during character creation if Ignore Rules was chosen.
- Fixed an error preventing several of the common allergy negative qualities from being available.
- Fixed a bug preventing sensors (Sensor Array and Single Sensor) from being available to add to armor.
- Fixed the calculation for augmented maximum attribute cap.
- Fixed a bug preventing Focused Concentration from being available to Aspected Magicians and Technomancers.
- Fixed a bug preventing Cyberdecks from being added to a Cyberware Head Cyberdeck.
- Fixed a bug with the Horizon Flying Eye so that the variant with the Flash Pak and Smoke Grenade is correctly listed.
- Fixed a bug granting more Knowledge Skill points than proper. Was figuring on (INT + LOG) x 3 instead of x 2.
- Fixed the qualities that have ratings (Focused Concentration, High Pain Tolerance, etc...) to be listed in the Select Qualities dialog for each rating value.  Previously it was only allowing you to select the quality once, preventing reaching higher ratings. Unfortunately this means that if you pick Focused Concentration (Rating 2), rating 1 and 3 are still there in the list.  This isn't my optimal fix for this and I'm going to try to find something better. Suggestions are welcome.
- Updated Electrochromic Clothing to be an allowed mod for armor.

There are a number of items that you guys have found that I'm still working on and I'll do my best to include them in the next update.

martinchaen and firebug - Good point on the RC, I'll see if I can add a tooltip for RC values that shows the calculation. If I can get it, next update. If not then at least Soon(TM).
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Iridios on <07-04-14/1002:14>
Please forgive me (perhaps it's just that I just woke up) but RCC?  I'm not parsing the initials.

Adam, RCC stands for Rigger Command Console.  These are described starting on Pg. 266 of the core book.  They are a piece of equipment specifically for Riggers.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-04-14/1013:44>
Please forgive me (perhaps it's just that I just woke up) but RCC?  I'm not parsing the initials.

Adam, RCC stands for Rigger Command Console.  These are described starting on Pg. 266 of the core book.  They are a piece of equipment specifically for Riggers.

Ahhhhh... I hate it when they squirrel away gear in odd places.  I'll get that added in for the next build. Sorry 'bout that.

I've added RCC's for the next build but have one question: Can you implant them in headware like you can with commlinks and decks? Just wanting to know so I know to enable that if its appropriate to do so.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: martinchaen on <07-04-14/1039:58>
RCCs doesn't have an implant capacity, so by RAW no.

This is a potential house rule, though.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: adzling on <07-04-14/1209:58>
Please add in the various adept ways in the SG!

I can't create my character without them, specifically the way of the burnout.
That could be a tricky one to implement as it has different purchase requirements when taken at character creation vs. in-game.

thanks for your hard work on this, it's really very good so far!
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-04-14/1221:25>
Please add in the various adept ways in the SG!

I can't create my character without them, specifically the way of the burnout.
That could be a tricky one to implement as it has different purchase requirements when taken at character creation vs. in-game.

thanks for your hard work on this, it's really very good so far!

I'll be adding the rest of SG as I can. Priority right now is on bug fixes (and wow do I have a list of bugs to fix) and as I get those under control, I'll get back to adding content from SG. 

As a little window into my thoughts here, my gaming group is having our first 5th edition session in two weeks (on the 19th) and I'm the GM.  And to top it off, I'd say about 2/3 of my group is intending to play something that uses the new content from SG so they're hounding me pretty constantly about getting the SG content into Chummer5 so they can create their characters.  So right now my plan is to get all of SG into Chummer5 by the end of this next week if I can at all manage it while staying on top of the bug list.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-04-14/1309:22>
Oh and nylanfs, thank you for the post on Dumpshock.  I'm still waiting on my account to be manually approved there (sent in the manual email and everything) and will post there as soon as I'm approved to do so.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Oo Koo on <07-04-14/1314:15>
A few comments.

You can't buy sensors to add to sensor tags, since they're apparently tied to sensor housings.

You can't buy spare clips, holsters and other such non weapon mounted accessories for holdouts, since they can't take accessories. While technically not RAW this should probably be allowed.

Spare clips don't have a quantity field, so if you get several, your weapon get's cluttered by multiple different spare clips accessory entries, instead of just listing X spare clips in a single entry.

You can't move removable weapon accessories to a different location entry from the weapon. Like keeping a silencer and two spare clips (loaded with explosive ammo) in the stash where you keep your illegal gear separated from your usual stuff where your (fake) licensed weapon is.

It'd be nice to have a custom/houseruled/whatever item option for most categories with only a price and rules notes fields to allow us to add custom stuff, stuff from sources not yet included or temporarily circumvent problems like above.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Iridios on <07-04-14/1603:21>
More importantly, they describe RCCs as being about the size of a briefcase.  I imagine they won't be implantable until maybe the Rigger book comes out with new ones.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: DicemanTex on <07-04-14/1623:09>
The skill groups (save Sorcery) have a limit of 4. It should be 6, I believe.
Great work! So glad you picked this up!
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-04-14/1626:23>
More importantly, they describe RCCs as being about the size of a briefcase.  I imagine they won't be implantable until maybe the Rigger book comes out with new ones.

Good answer! I like that answer!  ;D

In the meantime, I'm plugging onward and have 25 or so bugs squashed since this morning's release.  I'll probably post another update with these fixes tomorrow morning.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-04-14/1637:40>
The skill groups (save Sorcery) have a limit of 4. It should be 6, I believe.
Great work! So glad you picked this up!

I'm looking for confirmation on the maximum rating of a skill group. I've been looking through the core book and haven't found anything. Does anyone have reference for this or know the answer for sure?  Thank you!

And glad to be doing it... looking forward to getting past this initial part where you guys are finding bugs as fast or faster than I fix them.  But enjoying it just the same.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Snake Eyes on <07-04-14/1744:44>
Page 88:
Quote
In character generation, the highest characters can
raise a skill is 6 (7 if they purchase the Aptitude quality).
This also applies to skill groups
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Namikaze on <07-04-14/1751:23>
Adam, I just wanted to say how appreciative I am that you have taken up this mantle.  This is a task that will result in a great deal of thanks and headaches, perhaps in equal measure, and I just wanted to let you know that I speak for my team of team players and myself when I say that we are exceptionally pleased and excited by this surprising release.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-04-14/1832:52>
Page 88:
Quote
In character generation, the highest characters can
raise a skill is 6 (7 if they purchase the Aptitude quality).
This also applies to skill groups

What about during advancement? Do skill groups then cap at 12?
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Snake Eyes on <07-04-14/1840:27>
Yeah, the skills cap at 12 (13 with the Aptitude Quality).....
Sorry should have added the rest of the quote from pg 88
Quote
In character generation, the highest characters can raise a skill is 6 (7 if they purchase the Aptitude quality).
After character generation, the highest rating a skill can hit is 12 (13 with the Aptitude quality).
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-04-14/2053:36>
A few comments.

You can't buy sensors to add to sensor tags, since they're apparently tied to sensor housings.

You can't buy spare clips, holsters and other such non weapon mounted accessories for holdouts, since they can't take accessories. While technically not RAW this should probably be allowed.

Spare clips don't have a quantity field, so if you get several, your weapon get's cluttered by multiple different spare clips accessory entries, instead of just listing X spare clips in a single entry.

You can't move removable weapon accessories to a different location entry from the weapon. Like keeping a silencer and two spare clips (loaded with explosive ammo) in the stash where you keep your illegal gear separated from your usual stuff where your (fake) licensed weapon is.

It'd be nice to have a custom/houseruled/whatever item option for most categories with only a price and rules notes fields to allow us to add custom stuff, stuff from sources not yet included or temporarily circumvent problems like above.

I want to respond to these issues in particular, at least in part because I'm not intending to address them immediately.  I will address them, just probably not in the next few days.  They're all good ideas but they're all things that are going to require whole new code because they weren't part of original Chummer. You can currently add spare clips in the gear tab and add ammunition to them and adjust quantities as you like, but they're not part of the weapon tab. There is no way to buy weapon accessories except on the weapon tab, so there's no way to put them in a location as you can on the gear tab. And I very much approve of having some sort of custom item you can purchase where you can set its name and cost to handle all those things that don't appear in a book's list of things you can buy.

Sensors on the other hand need work in Chummer and I'll get those resolved as quickly as I can. I know there's been problems with them and I'll spend time on them tomorrow.

And Snake Eyes... thank you for the info. I've already updated the Skill Groups to cap at 6 during character generation and 12 during advancement and this will be available with tomorrow morning's 5.111 build.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: horngeek on <07-05-14/0316:20>
Crashed when I tried to select a Mentor spirit, after choosing all the options. 

EDIT: Actually, there's a couple more things that need mentioning here, regarding creating a Mystic Adept. 

First off, I don't see any way to pick the two Magical skills that you get automatically at 5. 

Second, this has no option to take errata into account, and therefore the current Karma costs for Adept Power Points is wrong- they increased the cost to 5 Karma per Power Point. 
Title: Re: Chummer for 5th Edition - public BETA available
Post by: horngeek on <07-05-14/0454:30>
Here's the code of the error message- options chosen were Mentor Spirit quality, Dragonslayer mentor spirit, Adept version of power chosen and Negotiation as the social skill bonus. 

"Object reference not set to an instance of an object."

I tested it with Wise Warrior and Eagle as well, and for Wise Warrior I got the error "InvalidArgument=Value of '0' is not valid for 'SelectedIndex'."  Eagle works, though. 
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-05-14/0913:27>
Pushed a new update with a lot of bug fixes and unfortunately no new Street Grimoire content.  The new 5.111 build (as always) is available at https://code.google.com/p/chummer5/

Build 5.111 (beta)
- Added Rigger Control Consoles.
- Added a tooltip for weapon Recoil Compensation that shows the sources of RC and their values.
- Fixed Priority D Aspected Magician so that it still requires a skill group selection.
- Fixed a bug that caused an unhandled exception when adding a skill group that includes a skill given free ranks from a priority selection.
- Fixed the Negative Quality Incompetent to require selecting a skill group, not a single skill.
- Fixed the cost of the Positive Quality Strive for Perfection.
- Changed the name of the Natural Immunity qualities to Natural Immunity (Natural) and Natural Immunity (Synthetic). In addition, these qualities are no longer limited to selecting only one of them once.  Whether these should be restricted as such is a GM call.
- Fixed qualities available at multiple ratings so that once that quality is selected at whatever rating, all ratings of that quality no longer appear available for selection.
- Made Resistance to Toxins, Resistance to Pathogens, and Resistance to Pathogens and Toxins mutually exclusive.
- Corrected Positive Quality Agile Defender's karma cost.
- Corrected Positive Quality Resistance to Toxins' karma cost.
- Changed the Positive Qualities Lucky and Exceptional Attribute so that they are no longer compatible.
- Changed the Positive Qualities Rad-Tolerant and Radiation Sponge so that they are no longer compatible.
- Fixed Positive Qualities which grant a bonus to a skill so that they grant that bonus even when defaulting.
- Removed the 4th edition limitation upon skills that limited skill bonuses to half of the skill rating.
- Fixed the Positive Quality Spirit Affinity to require that the character is an Aspected Magician, Magician, or Mystic Adept.
- Cleaned up the Priorities dialog and reordered the fields to match the Priority table on page 65.
- Removed two options from the Options dialog that no longer apply in 5th edition.
- Fixed a book reference on the Options dialog.
- Fixed the Critical Strike Power by correcting its price, making it ask for a weapon category, and applying a +1 DV bonus to the selected category.
- Fixed the spells that were missing the text entry dialog such as Corrode [Ojbect].
- Fixed the powers that were missing the text entry dialog such as Elemental Strike.
- Fixed Skill Groups so that they use a maximum rating of 6 during character creation and a maximum rating of 12 during character advancement.
- Fixed the priority selection dialog so that it shows the correct augmented maximums.
- Fixed a case where your Magic and Resonance priority could be given an "E" priority and it wasn't auto-selecting Mundane.
- Fixed an issue preventing spare clips from being added as gear to firearms and preventing adding ammunition to spare clips.
- Fixed a lot of bugs relating to sensors, vehicle sensors, and sensor functions. I think I've got it right but please feel free to tell me how wrong I am.
- Fixed skill rating calculation for Mystic Adepts for skills based on Magic.
- Fixed a bug preventing bonus skill selection from appearing for Mystic Adepts while selecting priorities.
- Updated Mystic Adept Power Point cost to use the Errata value of 5 karma. I will add this as an option at a later date when I'm able to flesh out the Options dialog.
- Fixed the Wise Warrior Mentor Spirit so that the Improved Ability (skill) applies correctly.
- Fixed the Dragonslayer Mentor Spirit so that the Enhanced Accuracy (skill) applies correctly.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: adzling on <07-05-14/1040:57>
You're en fuego Adam!

Title: Re: Chummer for 5th Edition - public BETA available
Post by: martinchaen on <07-05-14/1139:05>
Awesome work, Adam!

Downloading the updated version to continue QCing :)
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Sikul on <07-05-14/1221:06>
Could anyone give me a quick explanation on how to open the program? I have the .ZIp, I used 7 Zip to open it. And chummer.exe won't run.

Thanks!
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-05-14/1225:48>
Sikul It does require the .NET 4.0 Runtimes (same as original Chummer did).  So presuming you're running Windows, it may be that you don't have the runtimes installed.  You can download those directly from Microsoft here:

http://www.microsoft.com/en-us/download/details.aspx?id=17718

If that doesn't do the trick for you, I'm going to need more info on exactly what's happening.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Max Anderson on <07-05-14/1545:49>
First, let me thank you for the work you put into this Chummer. I have been waiting for it for a long time :)

I made some tests, and it seems Mentor Spirits are not working for adepts (I get an error message, then the quality is not displayed). It seems to work fine for mages, though.

EDIT : Actually it IS working, when I select a Mentor Spirit (with the "Magician" option) it does actually display the correct bonuses for my adept character. It only crash when I select the "Adept" option of the Mentor Spirit Quality...
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Razhul on <07-05-14/1619:02>
Is there a Paypal address I could send some donation money to? I would like to show some financial support for something that I was sorely missing from 4th edition and am now getting for free.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-05-14/1726:27>
First, let me thank you for the work you put into this Chummer. I have been waiting for it for a long time :)

I made some tests, and it seems Mentor Spirits are not working for adepts (I get an error message, then the quality is not displayed). It seems to work fine for mages, though.

EDIT : Actually it IS working, when I select a Mentor Spirit (with the "Magician" option) it does actually display the correct bonuses for my adept character. It only crash when I select the "Adept" option of the Mentor Spirit Quality...

Is it all Mentor Spirits or just a few, or one? Are you getting this problem on version 5.111 (you can find the version number by going to the menu, select "Help" then "About...")?  I know there were problems on versions previous to 5.111 so I want to be sure it's on the current build.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-05-14/1733:49>
Is there a Paypal address I could send some donation money to? I would like to show some financial support for something that I was sorely missing from 4th edition and am now getting for free.

Let me think about that...  Nebular (Keith Rudolph) wrote the original Chummer and all I'm doing is updating his work. I'd feel kinda weird taking money for work he did. That's why the Donate button in Chummer's about box still points to his account.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: horngeek on <07-05-14/1926:36>
The Yamaha Growler is marked down as costing 500 nuyen, the correct cost should be 5000.  The problem is a typo with your XML, you've got the cost marked as 0500 instead of 5000. 
Title: Re: Chummer for 5th Edition - public BETA available
Post by: nTranced1 on <07-05-14/1927:37>
  Many kudos to you Adam for taking the initiative to make the conversion, and  many more for your strength of character to turn down offers monetary support.
 I've transitioned from my laptop to a more mobile android tablet. Is there a way for me and many others to utilize your much appreciated efforts?
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-05-14/2013:42>
horngeek - Good catch. I've already got it fixed for the next update which will be 5.112.

nTranced1 - Thank you... I've looked into doing a mobile version and frankly, it's beyond my time and skill to do it. I've got an Android tablet (as does much of my gaming group) and I'd love to have an Android version of Chummer, or even just a Chummer reader on Android but unfortunately I'm not the guy to do it.  I would however be glad to work with someone who can do it to help them however I can even if it's just putting together a useful file format for the app.  Sorry I don't have a more positive answer for you.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: horngeek on <07-05-14/2034:48>
No sweat.  If I come across any other things, I'll post it up- otherwise, this is a wonderful program to use.  :D
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-06-14/0844:52>
I've put up a new update with some bug fixes but also some new goodies from Street Grimoire.  Adding SG to Chummer5 is still a work in progress but I'll get it all as quickly as I can.

Build 5.112 (beta)
- Added Rituals from Street Grimoire (SG).
- Added Metamagics from SG.
- Added Adept Ways from SG. I've included the discounts but just like Original Chummer, it's up to the player not to take more discounted powers than the 1 per 2 Magic. I will do a 2nd pass on the ways in the near future to restrict the discounts and to take a stab at adding the small bonuses the ways have like the karma discounts that some ways have as well as the cyberware essence discount that the Burnout's Way has and the skill bonus the Beast's Way has. For now, I was happy just getting the discounts working correctly.
- Fixed the price of the Yamaha Growler.
- Enabled the Spells and Spirits tab for Adepts. This allows Adepts to see the stats associated with their Mentor Spirit and to purchase Rituals. I'm currently omitting Rituals with the Spell keyword from the list they can purchase but will change this if it is appropriate to do so. I'm also omitting Rituals with the Adept keyword from the list for Magicians and Aspected Magicians.
- Updated the Add Spell dialog for use by Adepts by restricting selection to Rituals with the Adept keyword.
- Fixed the Taurus Omni-6 so that it gets the Revolver specialization in addition to Automatics.
- Fixed the Enhanced Accuracy Adept Power so that it asks which combat skill to enhance.
- Fixed a bug which allowed characters with more than 25 points in Negative Qualities to validate.
- Fixed a bug with YNT Softweave Armor which would cause it to show more capacity remaining than it should.
- Fixed a bug with broken Skill Groups during character creation not loading correctly from a save file.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-06-14/0905:31>
Tiny patch update to resolve a bug in reading characters (primarily adepts) created before version 5.112.

Build 5.113 (beta)
- Added a fix to enable backward compatibility in reading characters created before 5.112.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: adzling on <07-06-14/1205:14>
Adam, is Chummer based on an excel spreadsheet or a database by any chance?
If it is there is a way to get it onto a tablet.

horngeek - Good catch. I've already got it fixed for the next update which will be 5.112.

nTranced1 - Thank you... I've looked into doing a mobile version and frankly, it's beyond my time and skill to do it. I've got an Android tablet (as does much of my gaming group) and I'd love to have an Android version of Chummer, or even just a Chummer reader on Android but unfortunately I'm not the guy to do it.  I would however be glad to work with someone who can do it to help them however I can even if it's just putting together a useful file format for the app.  Sorry I don't have a more positive answer for you.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-06-14/1220:22>
Adam, is Chummer based on an excel spreadsheet or a database by any chance?
If it is there is a way to get it onto a tablet.

It's based almost entirely on XML. The data files including the character file are XML and you can save the character sheet as XML or HTML.  Depending on your OS, you can "print" the character sheet to PDF.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: adzling on <07-06-14/1243:55>
Well for static character sheets viewing the PDF on your tablet is ok....

But there are xml viewers/ editors for tablets.

Here's one for android:
https://play.google.com/store/apps/details?id=fr.xgouchet.xmleditor&hl=en

There are ones for iOS as well.

But if it's output is xml can't you just view it in a browser that supports xml?

If so then a sandboxed browser that points to an xml/ web server on the network could work too...right?

I think the main issue would be reformatting the interface to work on a tablet.

On a separate note, does anyone know about the legality (trademark/ IP) about using shadowrun content within Chummer?
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-06-14/1305:02>
On this I can offer some generalities but understand IANAL.

There's a couple things to keep in mind... the rule system itself, Copyrights/trade dress, and the rule books.  Game system mechanics themselves are not protected under current IP law... see the Hasbro/Kenzer Co. case for an example of that (Kenzer used mechanics from 2nd Edition D&D, got sued by Hasbro, and end up owning the rights to 2nd Edition D&D).  This is also why you see collectible card games so very similar to MtG, board games that are copies of Monopoly, and so on.  But Monopoly brings up the second part... Copyrights and trade dress.  You can copy the mechanics, but the trade dress is what will bite you.  If you use logos, copyrighted terminology, or anything else that defines the overall look or flavor... that's infringement.  So while you can make a board game very similar to Monopoly, if the board too closely resembles the Monopoly board then you're infringing on their IP.  And lastly there's the rule books... while you can quote from any book under fair use, extensive quoting/copying will get you in trouble.

How does that apply to Chummer and other character generators?  Well, you'll note that Chummer hasn't and doesn't copy exact text from Shadowrun.  The only current exception is for Mentor Spirit advantages & disadvantages and that will likely change to limit that text.  Chummer also gives users the option to include and exclude content based on the book the material is from with the intention that users only use material from books they own.  All of these measures are with the intention that users buy and own copies of the source books that provide the material and that without that material, Chummer itself doesn't provide enough information to use the rules from those books.  As an example, Chummer now has the listings for the spells from Street Grimoire... listing information like its name, tags, and drain.  But deliberately missing are the actual rules of what the spells do.  So you can't really use them without the book.

I haven't looked in depth at Hero Lab or other generators but I'd imagine they're using the same system of limiting exact quotes from the books and not using trade dress unless they have a contract with Catalyst that permits it.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: adzling on <07-06-14/1319:22>
This makes sense, Hero Lab licenses the content for their use I believe.

Ok so regarding Chummer using xml/html it would seem fairly simple to get it setup on a tablet as long as you have an xml/html viewer.
If Chummer had an xml/html server (webserver like apache) built into you could serve the files on a local network (or the www) and view them on a tablet using an web browser that supports xml.

Does that make sense to you Adam?
Or is there something else going on?
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-06-14/1558:14>
I think I understand what you're going for but that kind of work would have to be for someone else to do. It's quite enough of a challenge for me to update it to work fully with 5th Edition.  As it is yes, you could save your character sheet as HTML (it's right there in the character sheet viewer right now), copy that to your mobile device, and open it there for mobile viewing.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Namikaze on <07-06-14/1615:40>
There was an app called Mobile Runner that could read and display Chummer4 files without much problem.  It's possible that app's developer might be able to change his interface to fit Chummer5.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-06-14/1714:18>
I've got a request for y'all...  I'm working on updating the character sheets to 5th Edition and could really use some good sample data to test with.  So I'd really appreciate it if any of you who have worked up characters using Chummer5 could send me a copy of the saved character file to srchummer5@gmail.com

Also as long as I'm banging my head on the character sheets, if there are any requests you'd like for the existing or new character sheets, please let me know.

Thanks guys!
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Namikaze on <07-06-14/1836:56>
I had a custom sheet file built that was a dossier of sorts.  It was useful as a handout to my players.  I'll send that along with some of the files that I had made for 4th edition.  Quick question though: is the content from Bullets & Bandages implemented yet?  I didn't see the Drag Handle or Hemostatic Dressings.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-06-14/1843:47>
No, haven't added Bullets & Bandages yet.  I'll have to hunt down a copy.

And thanks for the dossier! Any help is appreciated.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Namikaze on <07-06-14/1913:48>
It's been a long time since I've worked in XML sheets, but I might have time to create them tomorrow, if you'd like.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: adzling on <07-06-14/2009:52>
I think something really interesting would be to setup a webserver that hosts Chummer and allows people to login via password to create and view their character.

From a DM's perspective this could be a godsend.

You setup your Chummer server and your players log in to create/view their characters (on any device, pc, tablet, whatever, as long as it's got a browser that supports xml/html).

This way the dm has complete access to each player's character while in play and can monitor their characters advancement over time and reward karma etc.

If chummer really is just a bunch of xml files then it should be hostable by any old free webserver (*cough* apache *cough*).

Right?
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-06-14/2027:47>
Namikaze - I just picked up Bullets & Bandages. Doesn't look like it'll be too hard to add but I'll give it a go myself if you don't mind. It'll give me a chance to test the new code to make sure it will handle some of these new items/powers/spells/etc...

adzling - Go for it! Sounds like you've got a good start on the idea. Unfortunately I have no experience in setting up an Apache webserver and don't know java well enough to do any Android coding as a serious project.  Wish I could help but I don't have the time or skills for that project.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: adzling on <07-07-14/0002:17>
FYI Adam it looks like Commanding Voice isn't adding it's bonus to leadersghip and intimidate tests

also i think you are handling magic loss wrong.

afaik you deduct any essence loss from your CURRENT magic rating.

So if you start with magic rating of 4 and lose 2 essence your essence becomes 4 and your magic drops to 2.

This also means that improving your magic stat that started at 4, then dropped to 2 due to essence lost back up to 4 only costs 35 karma.
or to put it another way you always calculate the karma cost to increase your magic stat based upon your current magic rating.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Namikaze on <07-07-14/0019:45>
afaik you deduct any essence loss from your CURRENT magic rating.

Your example was correct, but the phrasing of this is ambiguous.  Basically, you take whatever your Magic rating is, and reduce your Magic rating by the nearest whole integer value of Essence loss.  So if your magic is 6, and you get a datajack (0.1 essence), your Magic becomes 5.  If you then get another datajack, your Magic stays as 5.

Namikaze - I just picked up Bullets & Bandages. Doesn't look like it'll be too hard to add but I'll give it a go myself if you don't mind. It'll give me a chance to test the new code to make sure it will handle some of these new items/powers/spells/etc...

No worries!  That sounds better than me trying to hack away at XML, which I haven't done in a while.  :)  I'm really looking forward to all of this - Chummer was a godsend in 4th edition, so I'm just happy to try to give back when I can.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-07-14/1646:55>
Updated to 5.114. Includes a good number of bug fixes, updates to the character sheets, and added the content from Bullets & Bandages. Enjoy!

Build 5.114 (beta)
- Renamed the character sheets from "Shadowrun 4" to "Shadowrun 5".  If you're just copying the new version into the same directory, you'll want to delete the files in the \sheets subdirectory named "Shadowrun 4" with the .xsl or .xslt extention.
- Added new book Bullets & Bandages and its contents (BB).
- Fixed a bug that prevented karma from being charged if points were added to Magic in excess of the character's Special Attribute points.
- Updated the cost of The Beast's Way and The Spiritual Way to 15 points to reflect the free mentor spirit these qualities grant.
- Added a discount field below the Bonded Foci listing on the Gear tab that can be used to enter the number of foci qualifying for your Adept Way's foci bonding discount. This was the simplest and most straightforward way to handle the Adept Ways and the foci bonding discounts they might provide.
- Added a new Standard (Burnout's Way) cyberware/bioware grade that is enabled if you take the Burnout's Way quality. It is always available on the Cyberware and Bioware tab on the grade dropdown to handle cases where an Adept had the Burnout's Way, got cyber/bio, and later dropped the Burnout's Way in favor of another Way.
- Fixed a bug preventing the Suprathyroid Gland from increasing your lifestyle costs.
- Fixed Skills and Skill Groups so that if Ignore Rules was selected they cap at 99.
- Fixed a bug that would cause a crash when selecting the Adept power for the Thunderbird Mentor Spirit.
- Fixed several bugs causing errors with the Urban Tribe Tomahawk.
- Fixed an artifact from 4th edition where Chummer was including Martial Arts when calculating the number of points spent on Positve Qualities.
- Fixed the missing Ingram Valiant.
- Fixed Unarmed Attack so that it is automatically added.
- Fixed the price of the SecureTech Vitals Kit.
- Fixed a bug preventing commlinks, rigger command consoles, and cyberdecks from showing on the character sheet. Unfortunately you will need to remove and re-add the item to have it show correctly.
- Updated the "Shadowrun 5" character sheets, cleaning up the skills section slightly to reflect numbers needed in 5th Edition.
- Updated the "Commlinks" character sheet to show Shadowrun 5 specific values. Also now shows Cyberdecks and Rigger Command Consoles.
- Updated the "Vehicle Block" character sheet to show Shadowrun 5 specific values. Also now shows Seats on vehicles added with 5.114 or later versions and Accuracy on vehicle mounted weapons.
- Updated the "Game Master Summary" character sheet to show skill limits, the full set of initiatives, weapon accuracy, and single armor ratings.
- Updated the "Text Only" character sheet to show skill limits, the full set of initiatives, weapon accuracy, and single armor ratings.
- Fixed a bug that was preventing usable ammunition (Grenades, Minigrenades, Missiles, and Rockets) from appearing on the Weapons list.
- Added the missing Minigrenade: Flash-Bang.
- Added the missing Biomonitor to the Urban Explorer Jumpsuit.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-07-14/2027:37>
FYI Adam it looks like Commanding Voice isn't adding it's bonus to leadersghip and intimidate tests

I was just getting around to this item and went looking in the book to make sure I understood what it's supposed to do.  RAW, it improves any Intimidation or Leadership opposed test you initiate.  Given that it's conditional (you have to be the one to initiate the opposed test, and it has to be opposed which a Leadership test might not be), this is a bonus you'll have to add on your own rather than it being added automatically to the respective skills.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: adzling on <07-07-14/2042:26>
Good point Adam, makes sense to me.

You're doing some fine work here ;-)
Title: Re: Chummer for 5th Edition - public BETA available
Post by: nylanfs on <07-07-14/2124:39>
Oh and nylanfs, thank you for the post on Dumpshock.  I'm still waiting on my account to be manually approved there (sent in the manual email and everything) and will post there as soon as I'm approved to do so.

NP, I knew the DS'ers that aren't on the forums here would like to know ASAP. :)
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-07-14/2152:28>
NP, I knew the DS'ers that aren't on the forums here would like to know ASAP. :)

I've been lurking here and there for over a year and hadn't had the urge to post until I was just about ready for the beta. I guess I waited too long to get registered.  :-[
Title: Re: Chummer for 5th Edition - public BETA available
Post by: adzling on <07-08-14/0028:15>
fyi it looks like Cool Resolve is not adding its bonus to social skills.

also the Social limit modifiers for Voice Control, Tailored Pheromones and Sleeping Tiger are not being added.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-08-14/1616:25>
Another big update and Street Grimoire should now be completely added in. Next up on my plate are a couple larger issues that might take me a little while to resolve, namely translations, re-enabling what I can of the Options dialog, getting limit modifiers to remove themselves when the item granting the limit modifier goes away, and a couple other things.  That being the case, it may be a few days before I post another build unless something critical comes up.

Build 5.115 (beta)
- Added all of the remaining Street Grimoire content including Toxic Mentor Spirits, Blood Rituals, Insect Shaman tradition, Spirit Champion and Spirit Pariah Qualities, and Magical Items and Compounds.  If you find something that is missing, please let me know.
- Fixed Mentor Spirits with the Improved Ability adept power bonus which were causing a crash.
- Fixed a string bug that would cause a crash on Rituals using an Organic Link descriptor.
- Fixed the Ares Alpha by making its Smartgun System Internal rather than External.
- Fixed the various Cyber Implanted Guns by making their Smartgun System Internal rather than External.
- Fixed an error in the Select an Armor Mod dialog where some items allowed selecting a zero rating.
- Fixed an error in the Select an Armor Mod dialog where some items would cause a crash because they could be given a zero rating.
- Fixed Handheld Housing, Wall-Mounted Housing, Grenade-Cam, and Periscope Cam so that they can be purchased. Once purchased, you should be able to add a single sensor or sensor array (if you have enough capacity) and then populate the single sensor or sensor array with sensor functions. As best as I understand pages 445 and 446, this looks like how this is intended to function.
- Fixed an issue with vehicle sensors. Again, going by pages 445 and 446 and specifically the line "Most vehicles and drones come factory-equipped with a sensor array (at a rating listed with their stats)." I've set the rating of the Sensor Arrays for each vehicle equal to their sensor rating (or 2 if the vehicle/drone has a sensor rating of 1). If I got this wrong, please explain where I went wrong so I can correct it.
- Fixed the calculation for Unarmed Combat damage. Existing characters should delete and re-add their Unarmed Attack on the weapons list.
- Updated the license dialog to suggest more useful options. If you prefer the old method, you can turn it back on in the Options dialog on the Miscellaneous tab.  Either way, you can enter your own values by typing into the dropdown box.  For the XML inclined, you can add your own entries in licenses.xml. If you have suggestions for licenses to be included in the dropdown, send them to me.
- Updated Cool Resolve to provide its bonus to each of the Social skills.
- Fixed several bugs with the Enhanced Accuracy (skill) Adept Power. It was adding to the dice pool in error and not adding to the accuracy of weapons tied to that skill. Both of these issues have been resolved.
- Fixed a bug which would cause a weapon to not benefit from the correct skill.
- Cleaned up the tooltip for Initiative on the Other Information tab.
- Fixed the Matrix Initiative (Cold) calculated value.
- Fixed Limited spells so that they calculate the Drain Value correctly.
- Added 5th Edition Initiative values to the Other Info tab when in Career Mode.
- Removing the One Trick Pony quality will also remove the Martial Art. Removing the One Trick Pony Martial Art will also remove the Quality.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Snake Eyes on <07-08-14/2119:51>
Not sure if this was caught yet, but cyberware/bioware isn't being calculated right, for example lvl-2 wired reflexes shows as 12 availability which is right for standard grade, but alphaware grade adds a +2 to the availability, betaware adds a +4, deltaware adds a +8 (see core book pg 451)
Title: Re: Chummer for 5th Edition - public BETA available
Post by: adzling on <07-09-14/1146:16>
Keep up the great work Adam~!

I have a bug to report.

1). I am unable to modify a previously purchased piece of gear (weapons specifically).
For example if I try to add a modification to an internal smartgun system or an external accessory I get an error.
I am also unable to add modifications to smartgun systems any other way.
You should be able to add some imaging mods to smartgun systems for example.
You should also be able to add modifications to weapons after you purchase them.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: TimTurry on <07-09-14/1157:59>
First, this is amazing!  It is by far the most impressive builder i have seen!
OMG.  I cannot believe how good this looks when printed!

Now, to make it perfect :)
I attached sample character for reference. (Using 5.115)

Bugs:
1) It used to tell me that I had -10 karma left.  After I clicked the "Mark as created" button on the "Character info" tab, the number changed to -3.  In reality, I believe this character should have +2 karma left at the end.
2) Some items on the gears have no cost when added as armor accessory (ex. Geiger counter).
3) Adept power "Increase Accuracy" did not add to the accuracy of monofilament Whip. (I added and deleted whip to make sure)
4) I am afb, but I thought that "Argentum Coat" added a bonus to the pool (in addition to limit) to all chr skills.

Requests:
1) In the character record sheet (printed) on top left it lists "Nuyen".  This is the starting money, and is not useful.  It should be replaced by "Current Nuyen"
2) Please add a box that lists the dodge value (Int + Rea+combat sense) next to the armor.  For bonus (if there is room) add full-defense, and parry with highest ranked weapon.
3) Would be great to have a place to overwrite values, such as current karma (for when you get experience, but cannot use it yet).
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Stone on <07-09-14/1253:37>
Really great work Adam, thank you so much for doing this!

Regarding the donations: clearly there are people willing to throw some money your way. If you don't want it, why don't you donate it?

I also found a bug: the Karma cost for binding a focus is not correct. It seems that only the force of the focus ist used as cost, the factor is not taken into account. At least for the German version the factor lies somewhere between x2 and x6.

Other than that I love it!
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-09-14/1402:10>
Again, thank you all for the bug reports... I'm working on them and will be putting out another build with more bug fixes as quickly as I can.  It may be a few days because I'm trying to tackle several large items that may break existing characters and I'd rather do that in one hit than build after build.  For example, I'm currently re-working how Limit Modifiers are handled internally so that they're properly tied to the quality, power, item, or whatever that grants the modifier and will be automatically removed when their source is removed.

As for donations... I really appreciate it. There's a few reasons why I've been resistant. First, it's not my code.  Nebular (Keith) wrote and maintained this code for years. I've got two months and change in it and all I've done is take his work and build a little on it.  Second, Nebular may decide to return to work on Chummer again.  If he does, then what should I do with donations?  Bottom line, Nebular made my group's game infinitely better and easier by writing Chummer... consider this my small gift to give back something for all he did.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Snake Eyes on <07-09-14/1526:26>
 ;D Great work you are doing
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Lusis on <07-09-14/1738:40>
Awesome work!

A couple of requests:

please make it so Qi Foci will ask what adept powers will be added by it - so the math under adept powers will add up. The same for Weapon Foci and the type of weapon.

Also add negative numbers to the skill and attribute points on the right column so we can know when we go over the allotted points.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Cynewulf on <07-09-14/1830:21>
This. Is. Awesome.
Character creation tools like this take a huge burden off players. Perhaps Catalyst should give their developers free .pdf's if they include rule changes. I can't imagine it would hurt sales if a fleshed out character creator was available, and it might be a way to make one available without making Catalyst legally responsible.

But anyway!

I'm not sure if it has been mentioned already, but I think you are missing the qualites, equipment, etc, contained in the 'Sail Away, Sweet Sister' publication. I can not post them here but they include:

2 qualities.
2 weapons.
1 weapon modification.
1 drug.
3 combat spells.
1 mentor spirit.

Good luck, it works extremely well so far. Except trying to finalise a character causes it to crash for some reason.

EDIT: Errr... since I actually have access to that pdf should I add the changes and upload them?
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-09-14/1853:04>
Cynewulf... thanks for the heads up! At less than $2 at DriveThruRPG, I'll go ahead and pick it up myself.  And if you have a copy of that saved character before finalizing it, please email me a copy and I can use it to find the problem.  srchummer5@gmail.com  Thanks!
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Lusis on <07-09-14/2013:00>
BTW is there a way to save the character sheets as a .pdf?
Title: Re: Chummer for 5th Edition - public BETA available
Post by: horngeek on <07-09-14/2051:14>
Go to print, there should be an option to save it as a pdf. 

On another note, the Options menu is giving me an error when I click the 'OK' button. 
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-09-14/2117:29>
Directly as a feature of Chummer, no. Some OS's give you the option of printing to PDF so you may try that.

Horngeek, yeah... that's one I found recently. Select a default character sheet and it'll work just fine in the meantime.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: nylanfs on <07-10-14/0753:15>
Install PDF Redirect (http://www.exp-systems.com/) It installs a printer on your system that you print to to make a PDF. Works great.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Csjarrat on <07-10-14/1001:18>
looks great, needs the vehicle mods + extra cars/vans/drones from stolen souls adding though, you currently can't make much of a wheelman
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Rythymhack on <07-10-14/1648:50>
I do not know if this is me being inept in operating the program or a real issue. But when I add acyber arm that has str (either custom or enhanced or both) and spurs, the spur still lists damage as base str+2.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-10-14/1700:31>
I do not know if this is me being inept in operating the program or a real issue. But when I add acyber arm that has str (either custom or enhanced or both) and spurs, the spur still lists damage as base str+2.

Not inept by any stretch...  Just to make sure I have it right, a weapon implanted in a cyberlimb that uses Strength as part of the damage calculation should use the cyberlimb's strength value for damage calculations.  I'll have to look to see if original Chummer handled that and I broke it or if this is new code.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: celondon on <07-10-14/2003:58>
In the Gear section:
Under Weapons, the Throwing Weapon section is empty -- no Shuriken or Throwing Knives.

Under Qualities:
The Way of the Beast is listed as 15 Karma when the book has it as 20 Karma.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-10-14/2027:41>
I'm removing the Throwing Weapon section in the next build. All throwing weapons are handled as ammunition and are purchased under Gear. This change simply reverts it to the way it worked in original Chummer.

I deliberately set Way of the Beast (and Spiritual Way) as 15 karma as both of them grant you a free Mentor Spirit (with a cost of 5 karma).  I can try to adjust the code so that it grants Mentor Spirit for free if you already have one of those two ways but I'm not sure that it's really worth the effort.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: celondon on <07-10-14/2045:10>
I'm removing the Throwing Weapon section in the next build. All throwing weapons are handled as ammunition and are purchased under Gear. This change simply reverts it to the way it worked in original Chummer.

I deliberately set Way of the Beast (and Spiritual Way) as 15 karma as both of them grant you a free Mentor Spirit (with a cost of 5 karma).  I can try to adjust the code so that it grants Mentor Spirit for free if you already have one of those two ways but I'm not sure that it's really worth the effort.

Ah, okay! Thanks for the info and the great work!
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-10-14/2112:09>
Gladly! I'd much rather you report a bug I fixed 5 minutes ago than not report a bug I haven't seen or heard of.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-10-14/2124:35>
I'm removing the Throwing Weapon section in the next build. All throwing weapons are handled as ammunition and are purchased under Gear. This change simply reverts it to the way it worked in original Chummer.

I deliberately set Way of the Beast (and Spiritual Way) as 15 karma as both of them grant you a free Mentor Spirit (with a cost of 5 karma).  I can try to adjust the code so that it grants Mentor Spirit for free if you already have one of those two ways but I'm not sure that it's really worth the effort.

Ah, okay! Thanks for the info and the great work!

You know... I said that and immediately it felt wrong. That "not sure that it's really worth the effort" part.  So I went in and figured out how to make it work.  The next build will correctly charge 20 karma for The Beast's Way and The Spiritual Way AND grant the Mentor Spirit for free if you have either of those two qualities.

By the way as of right now I'm planning on releasing the next build tomorrow (Friday July 11th) probably around late afternoon Eastern time.  I've got a ton going into this build and I'm doing a lot of testing to try to make sure it's clean.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Azmodael on <07-11-14/0158:09>
Is it possible to make some sort of log which tells you what you bought with Karma post chargen, the order you bought it in and the cost? It could be a great way to track character progress.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-11-14/0551:06>
That should already be present on the "Karma and Nuyen" tab that you get once you mark the character as Created.

Just to make sure, once you have built the character and have begun play with that character, you go to the Character Info tab and check the box labelled "Mark character as Created" and then save the character (usually to a new file in case you ever need to go back to the base character). You're now in Career mode and will get several extra tabs for handling your character's progress including the Karma and Nuyen tab mentioned above.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Xelian on <07-11-14/0736:38>
1. Biotechnology should be added to the Biotech group according to the Errata (http://cdn.shadowruntabletop.com/wp-content/uploads/2014/02/E-CAT2700E_SR5-Errata.pdf?4713c7)
2. Forgery is a Logic not an Agility skill
3. Not sure if this is a bug or not but the Sleeping Tiger armor (availability 10) which comes with inbuild polymer coating cannot be purchased at character creation because the polymer is rating 16F
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Top Dog on <07-11-14/0744:20>
I noticed that Leadership lists two uses that don't use Charisma (Direct Fire using Logic, and another I can't recall). I can't find anything in SR5 referencing that (did a search through core and R&G). Is that an error (perhaps from SR4's days) or am I missing something?


The Sleeping tiger should be purchasable. You're buying Sleeping Tiger, not polymer, so the polymer's availability never applies. (it's a bit of a weird design decision that a legal availability 10 armor has an inbuilt mod that's illegal with availability 16 on it's own, but that's not unique).
Title: Re: Chummer for 5th Edition - public BETA available
Post by: martinchaen on <07-11-14/0746:56>
Adam, excellent work! I think most of the bugs I've found so far has already been fixed, so kudos, and again a HUGE thank you from me and my table :D

One item that I think was introduces with 5.115 (correct me if I'm wrong) is that Smartlink bonuses are not automatically calculated on the Weapons tab Dice Pool field; I'm also not seeing a pop-up for this field (i.e. Automatics X + Agility Y + Modifiers Z), and I thought I'd seen this in the past.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-11-14/0835:22>
Xelian - I'll get those fixed in the next build coming out later today.

Martinchaen - Per page 433, Smartlink grants a +2 bonus to accuracy and if you turn on Wireless then it also grants a +1 or +2 bonus to your dice pool.  But that Wireless bonus is conditional so it's not automatically included.  I've considered doing something like automatically inserting the Wireless bonus into the item's notes so it can be included on your character sheet if you'd like. Or possibly some other way of showing Wireless bonuses so you know what you get and what you lose when you enable or disable an item's wireless connectivity.  Suggestions here are welcome.

Top Dog - I'm not sure what you mean by Leadership tests that don't use Charisma. If you're referring to the items in Leadership's specialization dropdown, they're from the list on page 141 of the core book.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: martinchaen on <07-11-14/0842:12>
Cool, that works.

Also, I just noticed that the lifestyle costs have changed significantly for dwarves only.

It used to be correct (I believe), in that it would add 20%, but now it seems to add 120% for dwarves.

A Low lifestyle (2000¥) should cost 2400 (2000+(2000*20% or 2000*0.2) for Dwarves, but it actually costs 4400 (2000+(2000*1.2).

Similarly, a Low lifestyle should cost 4000 (2000+2000*100% or 2000*1) for trolls, and it does.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-11-14/0918:51>
Cool, that works.

Also, I just noticed that the lifestyle costs have changed significantly for dwarves only.

It used to be correct (I believe), in that it would add 20%, but now it seems to add 120% for dwarves.

A Low lifestyle (2000¥) should cost 2400 (2000+(2000*20% or 2000*0.2) for Dwarves, but it actually costs 4400 (2000+(2000*1.2).

Similarly, a Low lifestyle should cost 4000 (2000+2000*100% or 2000*1) for trolls, and it does.

I just tried it with the current build and it calculated a Low lifestyle at 2400 for a Dwarf, and 4000 for a Troll.  If you're able to duplicate the problem, please email me a copy of the character so I can try to diagnose it.  Thank you!
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Xelian on <07-11-14/0921:48>
Another small one - when you hover over the limited spell (Fetishes) the help pop-up says that it give +2 dices to the Resit Drain roll instead of lowering the drain by 2
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Cynewulf on <07-11-14/0929:50>
I emailed my character file. Good luck!
Title: Re: Chummer for 5th Edition - public BETA available
Post by: martinchaen on <07-11-14/0956:33>
Adam, must be a carry-over from an old build; the Moto character file I sent you has the lifestyle issue, but creating one from scratch doesn't. I'll fiddle around with the chumm5 file.

EDIT:
Found it;

Code: [Select]
<improvement>
<improvedname />
<sourcename>Dwarf</sourcename>
<min>0</min>
<max>0</max>
<aug>0</aug>
<augmax>0</augmax>
--- <val>120</val> ---
<rating>1</rating>
<exclude />
<improvementttype>LifestyleCost</improvementttype>
<improvementsource>Metatype</improvementsource>
<custom>False</custom>
<customname />
<customid />
<customgroup />
<addtorating>False</addtorating>
<enabled>True</enabled>
<order>0</order>
<notes />
</improvement>

This was in the chumm5 file; I changed it from 120 to 20, and it works fine. FYI, I didn't have to delete the lifestyle, just went in and edited it by modifying the lifestyle level up and down and it took the new value.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-11-14/1003:39>
I emailed my character file. Good luck!

Just sent you a reply.  The problem is the Survival Knife. I've got a bad value for its availability in gear.xml and it's causing the error during validation.  I'm updating the availability value as part of this afternoon's update.  All you'll need to do is download the new build, load your character, and drop and re-add the Survival Knife.  Thanks for the help!

Adam, must be a carry-over from an old build; the Moto character file I sent you has the lifestyle issue, but creating one from scratch doesn't. I'll fiddle around with the chumm5 file.

The update coming later today has a few fixes for lifestyles and their cost calculation. Unfortunately this is one of those fixes that may break existing lifestyles meaning that on existing characters, you'll have to delete and re-add the lifestyle.  But it should fix all the lifestyle cost issues once and for all. (I hope)
Title: Re: Chummer for 5th Edition - public BETA available
Post by: TimTurry on <07-11-14/1039:31>
First, this is amazing!  It is by far the most impressive builder i have seen!
OMG.  I cannot believe how good this looks when printed!

Now, to make it perfect :)
I attached sample character for reference. (Using 5.115)

Bugs:
1) It used to tell me that I had -10 karma left.  After I clicked the "Mark as created" button on the "Character info" tab, the number changed to -3.  In reality, I believe this character should have +2 karma left at the end.
2) Some items on the gears have no cost when added as armor accessory (ex. Geiger counter).
3) Adept power "Increase Accuracy" did not add to the accuracy of monofilament Whip. (I added and deleted whip to make sure)
4) I am afb, but I thought that "Argentum Coat" added a bonus to the pool (in addition to limit) to all chr skills.

Requests:
1) In the character record sheet (printed) on top left it lists "Nuyen".  This is the starting money, and is not useful.  It should be replaced by "Current Nuyen"
2) Please add a box that lists the dodge value (Int + Rea+combat sense) next to the armor.  For bonus (if there is room) add full-defense, and parry with highest ranked weapon.
3) Would be great to have a place to overwrite values, such as current karma (for when you get experience, but cannot use it yet).

On this post, please ignore bug #1 (karma).  I found the problem.  I had taken an extra spell, and did not notice because the spells left indicated 0/7 instead of -1/7.  Again, there is no karma bug.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-11-14/1104:38>
First, this is amazing!  It is by far the most impressive builder i have seen!
OMG.  I cannot believe how good this looks when printed!

Now, to make it perfect :)
I attached sample character for reference. (Using 5.115)

Bugs:
1) It used to tell me that I had -10 karma left.  After I clicked the "Mark as created" button on the "Character info" tab, the number changed to -3.  In reality, I believe this character should have +2 karma left at the end.
2) Some items on the gears have no cost when added as armor accessory (ex. Geiger counter).
3) Adept power "Increase Accuracy" did not add to the accuracy of monofilament Whip. (I added and deleted whip to make sure)
4) I am afb, but I thought that "Argentum Coat" added a bonus to the pool (in addition to limit) to all chr skills.

Requests:
1) In the character record sheet (printed) on top left it lists "Nuyen".  This is the starting money, and is not useful.  It should be replaced by "Current Nuyen"
2) Please add a box that lists the dodge value (Int + Rea+combat sense) next to the armor.  For bonus (if there is room) add full-defense, and parry with highest ranked weapon.
3) Would be great to have a place to overwrite values, such as current karma (for when you get experience, but cannot use it yet).

On this post, please ignore bug #1 (karma).  I found the problem.  I had taken an extra spell, and did not notice because the spells left indicated 0/7 instead of -1/7.  Again, there is no karma bug.

Good to hear! I've been clearing out of the bug list and the build coming later today should resolve bugs #2, #3, and #4 (or at least they appear to be fixed on my end).

As for your requests, #1 is a bug and will be fixed as well, #2 I'll work on but it won't be in today's build, and #3 I'm not quite sure what you're referring to. Could you explain further?
Title: Re: Chummer for 5th Edition - public BETA available
Post by: martinchaen on <07-11-14/1132:22>
TimTurry
For your 3rd request; have you gone and set the character as created? When you do, you'll get the option to add karma and nuyen gained.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Chaozmager on <07-11-14/1316:45>
Not sure if someone has already said this, but the Health spell "Awaken" has the wrong source. It says "Source: 169", with no book or anything. But it should be "Source: SG 109". But really nice job!!! So happy to see Chummer return for 5th Edition :).
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-11-14/1325:41>
Not sure if someone has already said this, but the Health spell "Awaken" has the wrong source. It says "Source: 169", with no book or anything. But it should be "Source: SG 109". But really nice job!!! So happy to see Chummer return for 5th Edition :).

Excellent catch... I'll have it fixed for this afternoon's build.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: TimTurry on <07-11-14/1330:20>


As for your requests, #1 is a bug and will be fixed as well, #2 I'll work on but it won't be in today's build, and #3 I'm not quite sure what you're referring to. Could you explain further?

#3 request is more of an overwrite field.  I got the idea from a D&D excel sheet, where you could overwrite you stats.  For example if your character got magic shoes that gave him +10 move, how would I add them?  Or if I got a free quality, or if everyone started with an extra 10 karma...  I understand you can do some of that after chargen, and that is probably good enough.  (originally I wanted the field to correct the non-existent karma bug)

As I said before.  Amazing job.  Keep doing what you are doing, and don't get burnt out.  This is too good!
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Azmodael on <07-11-14/1342:10>
Is there a counter about your current karma? If there is one I couldn't find it. It would be convinient to have some tab in which you enter the karma you recieve after every session so you immediately know how much of it you have available for spending.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Gherrick on <07-11-14/1345:41>
Could you add an indicator for stats that are built with Karma? It would be helpful so I know where Karma is being spent.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-11-14/1401:10>
Is there a counter about your current karma? If there is one I couldn't find it. It would be convinient to have some tab in which you enter the karma you recieve after every session so you immediately know how much of it you have available for spending.

Your current karma should be in your status bar at the bottom left of the Chummer window.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-11-14/1407:02>
Could you add an indicator for stats that are built with Karma? It would be helpful so I know where Karma is being spent.

I've had several people ask about this.  Let's use Active Skills for this example... You've got 36 skill points and as you use them, the Active Skills section on the Build Summary tab counts down til you get to "0 of 36". Now you spend another point and this one is costing karma... what it does right now is it continues to show "0 of 36" because you can't have negative points.  But this doesn't give you an indicator that you've overspent by one.

But I'd like to ask if that's what folks want... for it to show the negative number "-1 of 36" so you can see that you've got one skill point being paid for with karma.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: firebug on <07-11-14/1433:54>
Could you add an indicator for stats that are built with Karma? It would be helpful so I know where Karma is being spent.

I've had several people ask about this.  Let's use Active Skills for this example... You've got 36 skill points and as you use them, the Active Skills section on the Build Summary tab counts down til you get to "0 of 36". Now you spend another point and this one is costing karma... what it does right now is it continues to show "0 of 36" because you can't have negative points.  But this doesn't give you an indicator that you've overspent by one.

But I'd like to ask if that's what folks want... for it to show the negative number "-1 of 36" so you can see that you've got one skill point being paid for with karma.

That sounds useful.  How does it determine which one to charge Karma for, by the way?  Is it the last one?  As in...

Say I pick D Skills.  22 Skill points.

I go...  5 Pistols, 5 Unarmed, 5 Sneaking, 5 Blades, 2 First Aid.  That's all my points.  But if I go "Oh wait, we've got a First Aid guy who's way better than me" and then increase Pistols and Unarmed to 6 before then lowering First Aid to 0, will it give back the Karma that it took when I put Pistols and Unarmed up while technically having no more skill points at the time?  Or would I have to make sure to remove the First Aid points first so I have more points, then increase the skill?

Now, I dunno how you'd program this, and it would probably be too much effort for the relatively small result, but would it be possible to design it so it always picks the lowest karma cost for you?  As in (using the previous scenario) when I increase those two skills to 6 (and haven't removed First Aid yet), rather than going "-12 Karma, -12 Karma" for two skills going from 5 to 6, could it be set up to see that I have a skill at 2, and decide to instead go "-2, -4" to simulate me having bought the cheaper skill points with Karma instead?  Sounds complicated to program.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-11-14/1450:06>
Could you add an indicator for stats that are built with Karma? It would be helpful so I know where Karma is being spent.

I've had several people ask about this.  Let's use Active Skills for this example... You've got 36 skill points and as you use them, the Active Skills section on the Build Summary tab counts down til you get to "0 of 36". Now you spend another point and this one is costing karma... what it does right now is it continues to show "0 of 36" because you can't have negative points.  But this doesn't give you an indicator that you've overspent by one.

But I'd like to ask if that's what folks want... for it to show the negative number "-1 of 36" so you can see that you've got one skill point being paid for with karma.

That sounds useful.  How does it determine which one to charge Karma for, by the way?  Is it the last one?  As in...

Say I pick D Skills.  22 Skill points.

I go...  5 Pistols, 5 Unarmed, 5 Sneaking, 5 Blades, 2 First Aid.  That's all my points.  But if I go "Oh wait, we've got a First Aid guy who's way better than me" and then increase Pistols and Unarmed to 6 before then lowering First Aid to 0, will it give back the Karma that it took when I put Pistols and Unarmed up while technically having no more skill points at the time?  Or would I have to make sure to remove the First Aid points first so I have more points, then increase the skill?

Now, I dunno how you'd program this, and it would probably be too much effort for the relatively small result, but would it be possible to design it so it always picks the lowest karma cost for you?  As in (using the previous scenario) when I increase those two skills to 6 (and haven't removed First Aid yet), rather than going "-12 Karma, -12 Karma" for two skills going from 5 to 6, could it be set up to see that I have a skill at 2, and decide to instead go "-2, -4" to simulate me having bought the cheaper skill points with Karma instead?  Sounds complicated to program.

In short, it looks for the most cost efficient option.

Using your example - 5 Pistols, 5 Unarmed, 5 Sneaking, 5 Blades, 2 First Aid - and with you out of points to spend, when you raise your Pistols to 6 it will figure out that the cheapest skill you could raise would be First Aid and assume you spent your 22 points this way: 6 Pistols, 5 Unarmed, 5 Sneaking, 5 Blades, 1 First Aid and then charge you 4 karma to raise your First Aid from 1 to 2.  When you drop your First Aid from 2 to 1, it will refund your 4 karma and you'll be back to having spent just your 22  skill points.

It's why when you use up your skill points and start spending karma to raise your skills further that you'll get some odd jumps in karma costs... you're not paying for the skill point you just added, you're paying for some cheaper skill somewhere else.  Raising skill A from 4 to 5 might mean that the efficient path found that the cheapest method was to raise skill A using skill points and instead pay karma to raise skill B from 2 to 3.  And when you then raise A from 5 to 6, now it's paying for that with skill points and paying karma to raise skill B from 1 to 2. Which means that raising skill A from 4 to 5 cost 6 karma but raising from 5 to 6 cost 4 karma.  Let me know if that didn't make sense and I'll try to write up a better explanation.

Currently Primary Attributes, Special Attributes, Skill Groups, and Active Skills use this approach. Knowledge Skills still uses the approach original Chummer used which was to allocate skill points for the lowest points first and then pay karma for the most expensive.... in other words if the example you gave was all Knowledge Skills, you'd be paying 12 karma to raise Pistols from 5 to 6.  I'll be updating Knowledge Skills to use the efficient approach some time in the next week or so.

And yeah... building this in took me about a day and a few Tylenol and lots of scribbling notes to make sure the math was working correctly.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-11-14/1500:46>
I promised a new build and here it is... and oh boy is it a big one!

The full build notes are below but there's a few standout items:

There's a lot more in the notes below... enjoy!

Build 5.116 (beta)
- Updated how Limit Modifiers work. In short, there are now two kinds. First, there's those provided by a specific source... for example the Indomitable quality. When you add the quality to or remove the quality from your character, it will automatically add or remove the limit modifier for you. Second, there's custom modifiers. These you add and remove yourself from the Limits tab.  I'm leaving this in place because there's always going to be some limit modifier I've left off and this gives one handy place to view and adjust your modifiers.  Unfortunately this does mean that limit modifiers on existing characters are going to be a problem.  You can however delete the existing limit modifiers, and then remove and re-add the items, qualities, powers, and so on that provide limit modifiers and this will add them back in correctly.
- Added a new Browse feature to the select Weapons and Armor dialogs. In the upper right corner of the dialog, there's a button marked "Browse". If you click it, you'll be shown a grid showing the items belonging to the selected category. You can sort the grid by clicking on the column headers. Otherwise it works the same as the list and you can switch back and forth as you like.
- Added a new Custom Item in Gear under the Custom category.  This item will ask you for a name and a price. You will be charged the amount you specify and the item will take on the name you give it, showing in your inventory as that name.  This should allow for any odd custom or table/campaign specifc item you may need.
- Added the content from Sail Away, Sweet Sister (SASS).
- Added the content from Stolen Souls (SS).
- Added the option to create Prime Runner and Street Level characters.
- Fixed the Demolitions bonus to the Doom mentor spirit.
- Updated the Exceptional Attribute quality to allow selection of Magic and Resonance.
- Fixed the availability calculation for Alpha/Beta/Deltaware for certain pieces of cyber and bioware.
- Removed the Throwing Weapons category from the Select Weapon dialog because these are all purchased as Gear.
- Added priority selection to the Text-Only character sheet.  This information will only appear for new characters created with version 5.116 or later.
- Fixed my own fix for limited spells. When I enabled limited spells to modify the DV of the spell, I accidentally broke the spells with drain greater than their force, for example Element Aura with its F+1 DV. This is now fixed properly.
- Removed the text entry when purchasing reagents.
- In light of the Personalized Grip, various holsters, and Spare Clips, I've updated all weapons to allow accessories. I may in the future add some more specialized handling of weapon accessories to be more specific to the weapon in question but for now this will at least allow usage of standard accessories.  In the end, while it's good if Chummer helps you follow the rules, it shouldn't prevent you from doing something that is legal within the rules.
- Fixed Social Modifiers for Voice Control (power), Tailored Pheromones (bioware), and Sleeping Tiger (armor).
- Fixed the karma costs of Foci during character advancement.
- Removed the Special menu item that would allow you to change your BP as it doesn't really make sense in 5th Edition.
- Reverted The Beast's Way and The Spiritual Way back to costing 20 karma AND added code so that if you have either of these qualities, you will not be charged to add a Mentor Spirit.  In Creation mode, you will be refunded the cost of your Mentor Spirit if you already have one. In Career mode you won't (you've already spent that karma).
- Updated the adept way qualities so that you may only pick one.
- During Career mode and as a Mystic Adept, taking Essence loss sufficient that it reduces your Magic score will also reduce your points allocated to Adept if they exceed your new Magic score.
- Fixed a bug which prevented a cyber weapon from using the Strength of the cyberlimb it is implanted within.
- Added Biotechnology to the Biotech skill group per the errata.
- Fixed Forgery by making it use Logic instead of Agility.
- Updated the character validator to not include the availability of Armor mods marked as "included in base armor" when determining the acceptability of the availability of the character's gear.
- Added Fetishes to Gear in the Magical Supplies category. They have no cost (and per the rules your character must create them) but this addition will enable you to show them in your inventory.
- Fixed a bug causing a character in Creation mode to show their starting nuyen instead of available nuyen on their character sheet.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-11-14/1539:06>
I hate when I have to do this... quick patch build to fix a bug that slipped by me.

Build 5.117 (beta)
- Fixed a bug that could cause a bug while browsing weapons.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Chaozmager on <07-11-14/1547:43>
XD.... Now the Health spell "Awaken" appears twice and the page number for it is wrong. Chummer says "169" when its actually on page "109" of the Grimoire. Just looking through for any other bugs at the moment :). But a really nice update :o
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-11-14/1556:46>
XD.... Now the Health spell "Awaken" appears twice and the page number for it is wrong. Chummer says "169" when its actually on page "109" of the Grimoire. Just looking through for any other bugs at the moment :). But a really nice update :o

Argh!! Good catch... now excuse me while I go find a wall to bang my head upon.  :-[
I'll have it fixed in the next build.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Chaozmager on <07-11-14/1600:09>
XD.... Now the Health spell "Awaken" appears twice and the page number for it is wrong. Chummer says "169" when its actually on page "109" of the Grimoire. Just looking through for any other bugs at the moment :). But a really nice update :o

Argh!! Good catch... now excuse me while I go find a wall to bang my head upon.  :-[
I'll have it fixed in the next build.

Haha its fine man :)... You are doing an amazing job :o... Like I wouldn't be going to play SR5 without this. :)
Title: Re: Chummer for 5th Edition - public BETA available
Post by: martinchaen on <07-11-14/1649:09>
Absolutely, Adam, don't beat yourself up please :)

This new version is freakin' WIZ, man! I do not understand how you find the time, but I'm very, very happy that you are. Thanks again!
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-11-14/1703:41>
Oh I'm fine. Just hate getting a bug in my bug fix.  I'm already planning for 5.118 and for me half the fun right now is not just doing the required stuff to update to 5th but being able to add in some of the things I've wanted... like the browse feature and the custom item.  I'm working on a few more things like that but want to make sure they're stable before I roll them out.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: firebug on <07-11-14/1717:34>
Love all the work you're doing for the community.

I can't seem to increase the rating of the Sensor Array when I purchase vehicles.  I'm trying with the Scorpion I bought, but it only goes from 0-2 for some reason.  It should be able to go up to 6.

Also, I bought 1 Essence of Cyberware, and Chummer seems to think my Resonance should be 0 instead of 5.  I only noticed because I was suddenly 70-some Karma in the hole.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Chaozmager on <07-11-14/1718:16>
Oh I'm fine. Just hate getting a bug in my bug fix.  I'm already planning for 5.118 and for me half the fun right now is not just doing the required stuff to update to 5th but being able to add in some of the things I've wanted... like the browse feature and the custom item.  I'm working on a few more things like that but want to make sure they're stable before I roll them out.
It defo is something that is so useful. I have only been programming for just over a year and half, so I am no-where near as good as you, and my c# knowledge is fairly limited. But I was just looking through the code and its amazing that you can pick it up that easily and edit it and add completely new features. One of the hardest things I found was trying to modify someone else's code. But keep up the good work :). And loving the custom features :P
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-11-14/1741:23>
Love all the work you're doing for the community.

I can't seem to increase the rating of the Sensor Array when I purchase vehicles.  I'm trying with the Scorpion I bought, but it only goes from 0-2 for some reason.  It should be able to go up to 6.

Also, I bought 1 Essence of Cyberware, and Chummer seems to think my Resonance should be 0 instead of 5.  I only noticed because I was suddenly 70-some Karma in the hole.

I'm going to be embarrassingly honest and admit I'm still somewhat baffled by pages 445 and 446 of the core book where they talk about sensors and sensor arrays.  So I'm going to give what I think I know and hope someone can tell me where I'm wrong so I can fix it.

Sensors come in two flavors... single sensors and sensor arrays. Single sensors can house a single sensor function, sensor arrays can house up to 8. Both single sensors and sensor arrays are available in ratings from 2 to 8 and their rating determines the ratings of the sensor functions they have.

Vehicles (from my read of the last paragraph on page 445) come with a sensor array with a rating equal to the vehicle's sensor rating.  Here's where I started getting into problems because there are quite a few vehicles with a sensor rating of 1 and the lowest rating of a sensor array is 2. So in those cases, I gave the vehicle in question a sensor array with a rating of 2.

Now you mention raising the rating of the sensor array. Should this be a straight cost increase (1000 nuyen per rating) or do you have to add a new sensor array from scratch?  From my description, am I missing anything that should be figuring in here?

As for Resonance with Cyberware, I'll look into it and get back to you (if needed with a fix) as quickly as I can.

Thank you for your patience...
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-11-14/1752:02>
Oh I'm fine. Just hate getting a bug in my bug fix.  I'm already planning for 5.118 and for me half the fun right now is not just doing the required stuff to update to 5th but being able to add in some of the things I've wanted... like the browse feature and the custom item.  I'm working on a few more things like that but want to make sure they're stable before I roll them out.
It defo is something that is so useful. I have only been programming for just over a year and half, so I am no-where near as good as you, and my c# knowledge is fairly limited. But I was just looking through the code and its amazing that you can pick it up that easily and edit it and add completely new features. One of the hardest things I found was trying to modify someone else's code. But keep up the good work :). And loving the custom features :P

Doing my best. Nebular (Keith) did a beautiful job with the code.  My first work in Chummer was at least somewhat hack and slash, trying to make something work and probably in a way that Chummer wasn't really intended to work. I've been in the code for about two and a half months now and I think I'm getting better working inside of the framework he laid out.  Every now and then I'll go back in and rip out something I did early on to make it work more like the framework was intended (which is what I did in 5.116 with the limit modifiers) but I still feel like it's not quite up to the elegance that Keith built.  Some of the modifications really should have involved going into the code and re-architecting to make it flow more easily with 5th edition concepts but Chummer's code is sufficiently large and complex that I'm not really comfortable doing that.  So I work with it where I can and when I have to I insert a hack here or there and do my best not to break anything. 

Part of what I'm intending to do this weekend is go play in the code Keith was working on for "Chummer 2" which he later abandoned.  I wasn't aware of it when I started my work on Chummer5 so all my stuff is based on Keith's original 4th Edition Chummer code.  I'm looking forward to seeing what's in there that I can use to enhance the work I'm doing.  I've been told that there is a significant improvement to the internationalization code and I'm really wanting to bring that in.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: firebug on <07-11-14/1800:53>
Now you mention raising the rating of the sensor array. Should this be a straight cost increase (1000 nuyen per rating) or do you have to add a new sensor array from scratch?  From my description, am I missing anything that should be figuring in here?

No thank you needed, you're the one doing the work for everyone's benefit.

Your understanding of sensors seems correct; though I'd just give the vehicles a special-case where they can go below Rating 2.

I think it may be that you have to buy a new array as opposed to just paying the difference.  This at least allows you to change what sensor functions it comes with, because since they seem to be hardware-based, I don't think it's intended for you to be able to shuffle around the functions on a sensor array.  One of these books really needs to print what the "default functions" are for cars and such...
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Top Dog on <07-11-14/1837:17>
Top Dog - I'm not sure what you mean by Leadership tests that don't use Charisma. If you're referring to the items in Leadership's specialization dropdown, they're from the list on page 141 of the core book.
I'm referring to the fact that the listing on the character sheet. It lists three seperate dice pools - one based on Charisma (the base skill, one based on Logic (Command) and one based on Intuition (Direct Fire). The listing on P141/142 mentions those uses but only ever states the skill using Charisma, never Logic or Intuition, and I couldn't find it as being Logic- or Intuition-based anywhere else.

As an example, I got the following output by making a new character, assigning a Logic of 6, and 1 point in leadership (in the 5.117 release):
Leadership   2   1   1 (CHA)    0
Leadership, Command   7   1   6 (LOG)    0
Leadership, Direct Fire   2   1   1 (INT)    0
(This is in the default output, but it appears in others as well)

It's a pretty minor issue, mind you - the correct value is still there, after all. But I thought I'd mention it anyway. And perhaps I overlooked something.

Nice work on the project though!
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-11-14/1913:43>
I'm referring to the fact that the listing on the character sheet. It lists three seperate dice pools - one based on Charisma (the base skill, one based on Logic (Command) and one based on Intuition (Direct Fire). The listing on P141/142 mentions those uses but only ever states the skill using Charisma, never Logic or Intuition, and I couldn't find it as being Logic- or Intuition-based anywhere else.

As an example, I got the following output by making a new character, assigning a Logic of 6, and 1 point in leadership (in the 5.117 release):
Leadership   2   1   1 (CHA)    0
Leadership, Command   7   1   6 (LOG)    0
Leadership, Direct Fire   2   1   1 (INT)    0
(This is in the default output, but it appears in others as well)

It's a pretty minor issue, mind you - the correct value is still there, after all. But I thought I'd mention it anyway. And perhaps I overlooked something.

Thank you! I completely missed that! Once you pointed it out I saw exactly what you're meaning. Yeah, that's some sort of 4th edition artifact and I'll get it fixed for the next build.  Thank you again for finding it and pointing it out.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: martinchaen on <07-11-14/1946:12>
Yeah, those are the Leadership variation skills from WAR!

And I agree with you and Firebug; it does seem like vehicle sensor arrays will need to be completely replaced to upgrade a sensor rating. I would also support including rating 1 arrays for vehicles that state they come with such a thing.

EDIT:
One feature I would LOVE to see implemented is the addition of a Matrix tab, with calculations similar to the Skills tab, a list of the four ASDF attributes that could be manually specified, and a list of programs with checkboxes for which are active. Dice pool calculations would use Attribute + Skill as well as any modifier from relevant qualities and/or programs.

Again, if you can make the framework for this I'd be more than happy to help write the raw XML data input based on a provided example if this would help lessen the load on you.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-11-14/2030:21>
I'll do what I can. I haven't delved into the parts of Chummer that are intended for use during a session and that Matrix tab you describe would definitely be part of that.

I honestly expect we'll soon be seeing a book for Riggers, Deckers, and Techomancers if only because they've covered most everything else... Street Samurai in Run and Gun, Adepts and Magicians in Street Grimoire. It only makes sense to do a supplement for the tech oriented characters. And I'm hoping that when they do, they'll clean up more of the mess than they make new.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: FasterN8 on <07-12-14/0344:34>
Adam, you're doing a great work here, one that a LOT of people are really benefiting from.  This is going to go a long way to helping my group (that includes a couple Shadowrun newbies) settle into the game.

I understand you aren't comfortable with accepting contributions for Chummer itself, I get that.  You are standing on the shoulders of those that went before you, those that designed Chummer originally, those that invented C++ and XML, even the forums here that let you distribute this excellent work to the widest possible audience and also that politician that invented the internet itself....  It gets a little silly after a while, but I have a lot of respect for your humility and professional integrity.  As I understand it, you don't want to take credit for the relatively small contribution that you've made.  That is actually pretty damn cool.

Here's the thing though, the old Chummer is not useful to me.  It never really was, either.  BUT all the work you're doing now IS what's making it useful to me and (more importantly) my players.  Certainly Nebular and these forums and that politician and those other guys deserve credit for their part in enabling this alignment of the stars, but each of those others have already got some donations or funding or whatnot from whoever is/was backing them.  It's your turn to get some help, even a little for the good work you're doing, from the people you're helping. 

So *please*, let me buy you a $2 pdf so you have the material you need, or a beer (for optimal coding!) or a bottle of tylenol while you debug.  You're doing ALL the work and I'm getting all the benefit and I want to help too, I just don't code.  Besides, all this pent up gratitude is starting to ooze.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-12-14/1113:41>
Also, I bought 1 Essence of Cyberware, and Chummer seems to think my Resonance should be 0 instead of 5.  I only noticed because I was suddenly 70-some Karma in the hole.

I'm trying to duplicate this with no success. Would you try this again in a current build of Chummer (5.118 will be coming out in the next half hour or so) and let me know if you can reproduce this?  Also, is this happening during character creation or in career mode?
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-12-14/1121:37>
This one's a small but good update... a few small bug fixes but also the return of auto-update!  With this build, the download file is simply Chummer5.zip and you can now update from within Chummer either through auto-update (in the Options dialog) or manually via the Tools menu with Check for Updates.  Hopefully this will simplify updates for both you and me.

Build 5.118 (beta)
- Auto-update is back! For builds after 5.118 you'll be able to use the auto-update and check for update functionality to get new builds.
- Really fixed the Awaken spell so that it only appears once and has the correct book and page. Honestly, I got it this time!
- Removed the alternate Leadership and Arcana skills from 4th Edition.
- Fixed the weapon mounts on the Ares Duelist drone.
- Resolved the error on the Options dialog by setting the Shadowrun 5 sheet as the default if one isn't present.
- Adept powers will now sort by name when you load the character.
- Updated vehicles to allow adding any gear. This resolves several issues... First, being able to replace the standard sensors. Second, until we have vehicle capacity rules, there's really no programmatic means to say what does and does not belong in a car.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Chaozmager on <07-12-14/1134:38>
Yey Awaken is fixed :D....
Title: Re: Chummer for 5th Edition - public BETA available
Post by: firebug on <07-12-14/1136:54>
I've started making a Black Magician to see what comes up making a magician.  Lemme post what thing I've found.

First off, there's not yet a way to buy alchemical preparations, which have to be learned separately from spells.  I'm sure you just haven't gotten around to it, so it's whatever.

When buying my commlink, I can't seem to buy the Sim Module for it.  Normal or hot-sim both give an error.

The capacity cost for Trodes when added to headgear is off; it should take up 2 slots.

Other than those minor problems, I was able to completely transfer a freshly made character from a sheet to the program!  Woot!

I'm with FasterN8 though, especially 'cause, the last thing anybody wants is for you to get burnt out trying to keep updating the program.  x:  You are putting forth effort for other people's benefit, and deserve some kinda reward for it.

Also, I bought 1 Essence of Cyberware, and Chummer seems to think my Resonance should be 0 instead of 5.  I only noticed because I was suddenly 70-some Karma in the hole.

I'm trying to duplicate this with no success. Would you try this again in a current build of Chummer (5.118 will be coming out in the next half hour or so) and let me know if you can reproduce this?  Also, is this happening during character creation or in career mode?

Hmm, alright.  I'll try that.  It was during Creation mode.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: firebug on <07-12-14/1144:00>
I did it again, and it happened again.  I'll upload the character file to Drop Box so you can see it for yourself.

https://www.dropbox.com/s/3bkqmohy82dc2po/Resonance%20Bug.chum5

You'll notice it says I have -73 Karma.  If it matters, I went in this order after picking priorities:  Attributes, Qualities, Skills (Spent Karma on some), spent 10 Karma on Nuyen, then bought the Cyberware.

It still says I have 5 Resonance, and my range is 0 to 5, but I notice that I get Karma back as I lower my Resonance as if I'd been buying it the whole time with Karma.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: adzling on <07-12-14/1144:53>
FYI i'm running into a bug with the burnouts way.

Specifically after selecting it during character creation adding any cyberware with the burnout ways quality reduces karma by 5 for some unknown reason.
It only happens for the first piece of augmented gear, whether its cyber or bio.

this affects both the version released this morning and the previous version
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-12-14/1153:34>
First off, there's not yet a way to buy alchemical preparations, which have to be learned separately from spells.  I'm sure you just haven't gotten around to it, so it's whatever.

When buying my commlink, I can't seem to buy the Sim Module for it.  Normal or hot-sim both give an error.

The capacity cost for Trodes when added to headgear is off; it should take up 2 slots.

I'll get on the Alchemical Preparations. Just found and fixed the bug with Weapon Accessories (almost the same bug with Weapon Commlinks too). They'll both be fixed in the next build.  Just fixed the Trodes as well... it'll show up in the next build as well.

I did it again, and it happened again.  I'll upload the character file to Drop Box so you can see it for yourself.

You'll notice it says I have -73 Karma.  If it matters, I went in this order after picking priorities:  Attributes, Qualities, Skills (Spent Karma on some), spent 10 Karma on Nuyen, then bought the Cyberware.

It still says I have 5 Resonance, and my range is 0 to 5, but I notice that I get Karma back as I lower my Resonance as if I'd been buying it the whole time with Karma.

Thanks for the file... I'll crack it open and figure out what's going on.

FYI i'm running into a bug with the burnouts way.

Specifically after selecting it during character creation adding any cyberware with the burnout ways quality reduces karma by 5 for some unknown reason.
It only happens for the first piece of augmented gear, whether its cyber or bio.

this affects both the version released this morning and the previous version

Gotcha... thanks for the bug report. I'll figure out what's going on and get it fixed.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-12-14/1215:45>
So *please*, let me buy you a $2 pdf so you have the material you need, or a beer (for optimal coding!) or a bottle of tylenol while you debug.  You're doing ALL the work and I'm getting all the benefit and I want to help too, I just don't code.  Besides, all this pent up gratitude is starting to ooze.

Well, I've got two options for ya...

1 - Take a page from a very sentimental movie and pay it forward. Do something nice for someone or make a donation to a charity that could really use it.

2 - I just posted a thread in the Homebrew PACKs forum soliciting submissions and ideas for new PACKS for inclusion with Chummer5. Get creative, come up with some good PACKs, and you too can build something for Chummer5. No programming skill required.  ;D
http://forums.shadowruntabletop.com/index.php?topic=17338.0 (http://forums.shadowruntabletop.com/index.php?topic=17338.0)

But I really do appreciate the thanks... feels damn good and that's worth a lot to me.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: adzling on <07-12-14/1255:31>
you da man!
Title: Re: Chummer for 5th Edition - public BETA available
Post by: AJCarrington on <07-12-14/1416:17>
Just had a chance to download and try out...really nice! A great option for me when I travel as the program can be run off my portable drive.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-12-14/1828:13>
Well, the first auto update should be rolling out... please let me know if there are problems so I can fix them quickly.

Build 5.119 (beta)
- Added Alchemical Preparations.
- Fixed a bug causing a crash when using Weapon Commlinks and Commlink Accessories.
- Fixed a bug that would improperly load adept powers if the character has more than one instance of that power.
- Fixed a bug with the Wolf Mentor Spirit that would cause a crash when selecting the Adept power.
- Fixed the capacity cost of Trodes.
- Fixed a bug that would excessively reduce the attribute minimum for Magic or Resonance when taking on an Essence reduction. This would cause Chummer to attempt to raise the attribute back to where it was by spending karma if need be.
- Fixed a bug that prevented Hand Blades from being available for purchase.
- Added a few more license options (based on Third Edition SR with the help of SpellBinder).
- Fixed a bug with audio enhancements (specifically the Audio Enhancement and Select Sound Filter) that weren't consuming capacity.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Cynewulf on <07-12-14/1907:02>
Could you look into the 'Knucks' weapon? I don't think the damage value is being calculated properly. If I give someone Titanium Bone Lacing on the character sheet their damage rating is considered 1 less when using Knucks, rather than 1 more.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-12-14/1919:12>
There's a problem with auto-update that I'm currently tracking. Manual check for updates via the tools menu works fine, it's just auto-update that is misbehaving. I'm working on it as quickly as I can.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: firebug on <07-12-14/2036:46>
:3  Yay, I have completely made a character without difficulty.

While there were times when it seems to randomly jump me down to negative 50 some Karma, I have no idea what caused it or what it was buying back up...  This was on a magician with no cyberware.  Not really useful information I know, sorry.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: celondon on <07-12-14/2125:14>
Grabbed 5.118 and ran it with no issues. Used "Check for Updates" and updated all files to 5.119. Now, it throws an error when attempting to create a new character.

EDIT: Note, when I install 5.119 manually from the Download site, this does not happen!

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

************** Exception Text **************
System.ArgumentOutOfRangeException: InvalidArgument=Value of '0' is not valid for 'SelectedIndex'.
Parameter name: SelectedIndex
   at System.Windows.Forms.ComboBox.set_SelectedIndex(Int32 value)
   at Chummer.frmPriorityMetatype.LoadMetatypes()
   at Chummer.frmPriorityMetatype.frmPriorityMetatype_Load(Object sender, EventArgs e)
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ContainerControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18444 built by: FX451RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Chummer5
    Assembly Version: 0.0.5.119
    Win32 Version: 0.0.5.119
    CodeBase: file:///C:/Users/Floyd/PNP%20Games/Chummer/Chummer5/Chummer5.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
    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: 4.0.30319.18408 built by: FX451RTMGREL
    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: 4.0.30319.18408 built by: FX451RTMGREL
    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: 4.0.30319.18408 built by: FX451RTMGREL
    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: 4.0.30319.18408 built by: FX451RTMGREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.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.[/spoiler]
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-12-14/2130:58>
Grabbed 5.118 and ran it with no issues. Used "Check for Updates" and updated all files to 5.119. Now, it throws an error when attempting to create a new character.

If you would, download Chummer5.zip from the link below and try again. There's a problem with auto-update I'm trying to diagnose but for now I just want to make sure if the issue you're getting is from auto-update or if there's something else at fault here.  Thank you!
https://drive.google.com/folderview?id=0B1j5wMS6KHqMZndteGkteG1yWWc&usp=sharing
Title: Re: Chummer for 5th Edition - public BETA available
Post by: celondon on <07-12-14/2132:13>
Grabbed 5.118 and ran it with no issues. Used "Check for Updates" and updated all files to 5.119. Now, it throws an error when attempting to create a new character.

If you would, download Chummer5.zip from the link below and try again. There's a problem with auto-update I'm trying to diagnose but for now I just want to make sure if the issue you're getting is from auto-update or if there's something else at fault here.  Thank you!
https://drive.google.com/folderview?id=0B1j5wMS6KHqMZndteGkteG1yWWc&usp=sharing

I just edited the above post saying I'd done just that.

No error when I manually install it, so it's something to do with the Auto-Updater not patching properly on my machine.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-12-14/2139:51>
I may have to find an alternate host for the files used for auto-update.  What I think is happening is that it's getting a download error and cutting off the file (usually a data file).  What I'm intending to do is add some additional code in the morning to verify that the download was successful and retry if needed and put that out as a new build. If that doesn't resolve the problem, a new host is my only other option.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: voydangel on <07-12-14/2204:01>
I would really really love to see the "street scum" character creation options from page 354.  To summarize, it says that instead of getting ABCDE for priorities, the players get to pick between either BCDEE or CCDDE. It would be really nice to have this/these be options in addition to the normal/street/prime levels of play for making characters. I think these are really helpful options both for people who want to run scum campaigns, but also for making good style npc's, contacts, etc. I don't know how hard it would be, or if I could even help at all, but I would be willing to try and help as much as I can to make this a reality.

I may have to find an alternate host for the files used for auto-update.  What I think is happening is that it's getting a download error and cutting off the file (usually a data file).  What I'm intending to do is add some additional code in the morning to verify that the download was successful and retry if needed and put that out as a new build. If that doesn't resolve the problem, a new host is my only other option.
have you considered the possibility of using torrents/peer to peer to "host" the update(d) files?
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-12-14/2312:49>
Thanks for pointing those out, I'll see what I can do with those alternate campaign options.

Torrents/peer to peer would be difficult to implement mainly because I have no background in that kind of code.  I have a few options left that I might be able to make work.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-13-14/0746:38>
Could you look into the 'Knucks' weapon? I don't think the damage value is being calculated properly. If I give someone Titanium Bone Lacing on the character sheet their damage rating is considered 1 less when using Knucks, rather than 1 more.

I can tell you what's happening but I'm not sure if it is correct.  In short, Knucks (like Shock Gloves) aren't benefiting from bonuses to the wielder's Unarmed Attack damage. RAW, the bone lacing says that it changes the character's unarmed attack damage... it doesn't say it adds a bonus to it. And Knucks say that they are a STR+1 weapon... not that they do Unarmed Attack damage +1.

But I can totally understand looking at Knucks and thinking that they should improve your Unarmed Attack damage by one.  So what I'm going to try to do is add an optional rule that allows the user to determine if Knucks should benefit from bonuses to Unarmed Attack damage because I don't know that there is a "right" answer on this one, just different interpretations.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Cynewulf on <07-13-14/0924:07>
I can tell you what's happening but I'm not sure if it is correct.  In short, Knucks (like Shock Gloves) aren't benefiting from bonuses to the wielder's Unarmed Attack damage. RAW, the bone lacing says that it changes the character's unarmed attack damage... it doesn't say it adds a bonus to it. And Knucks say that they are a STR+1 weapon... not that they do Unarmed Attack damage +1.

But I can totally understand looking at Knucks and thinking that they should improve your Unarmed Attack damage by one.  So what I'm going to try to do is add an optional rule that allows the user to determine if Knucks should benefit from bonuses to Unarmed Attack damage because I don't know that there is a "right" answer on this one, just different interpretations.

I think that's probably the most prudent choice and it sets a good precident for any future issues.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Ursus Maior on <07-13-14/0942:18>
My Windows 8 warns me of executing Chummer 5 Built 119. It had no issues with 117 however and I can start it manually. Any thoughts on that?
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-13-14/1011:17>
My Windows 8 warns me of executing Chummer 5 Built 119. It had no issues with 117 however and I can start it manually. Any thoughts on that?

I would assume that it is because build 118 reintroduced Chummer's auto-update and Check for Updates under the Tools menu. As it can now download files (including its own executable), it may be throwing up a warning on it.  I'm running Windows 7 on my box but I have access to one with Windows 8.  I'll see what I can do to ease Windows' mind.

And this is as good a point as any to remind folks that the full source code is available at https://code.google.com/p/chummer5/ for anyone to take a look as they like.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: FasterN8 on <07-13-14/1019:01>
Well, I've got two options for ya...

1 - Take a page from a very sentimental movie and pay it forward. Do something nice for someone or make a donation to a charity that could really use it. 

I would do that, but the charity I had in mind won't even accept donations to cover their administrative overhead for their work.   ;)

But I really do appreciate the thanks... feels damn good and that's worth a lot to me.

No problem.  If you're feeling drained, just give a holler and I'll blow some more sunshine up your backside.  (A cold beer works better for me, but whatever floats your boat.)   :D

2 - I just posted a thread in the Homebrew PACKs forum soliciting submissions and ideas for new PACKS for inclusion with Chummer5. Get creative, come up with some good PACKs, and you too can build something for Chummer5. No programming skill required.  ;D
http://forums.shadowruntabletop.com/index.php?topic=17338.0 (http://forums.shadowruntabletop.com/index.php?topic=17338.0) 

Well, my free dollars generally outnumber my free minutes in any given day, but if that's your request, I'll see what I can do with this.  I have some questions, but I'll post them in the PACKs thread.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Ursus Maior on <07-13-14/1020:45>
I would assume that it is because build 118 reintroduced Chummer's auto-update and Check for Updates under the Tools menu. As it can now download files (including its own executable), it may be throwing up a warning on it.  I'm running Windows 7 on my box but I have access to one with Windows 8.  I'll see what I can do to ease Windows' mind.

Sounds good. It worked like a charm, when I tried it anyway. :) Thanks for the great work.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-13-14/1114:15>
Here's the build I promised this morning...

Build 5.120 (beta)
- Updated the counters on the Build Summary tab to go into negative values if you use karma to overspend.  So if you have 3 contact points and add a 2/2 contact, it'll show "-1 of 3".
- Replaced the karma calculation for over-spending on Knowledge Skills. In short, the old mechanism was what was built in original Chummer and made you pay for the most expensive Knowledge Skill point from any of your Knowledge Skills when you went over. The new mechanism works just as the Active Skills (and Attributes) does meaning it looks for the cheapest possible option.  So if you had four points of Knowledge skills available and put 4 in skill A and 1 in skill B, the old method would charge you for raising skill A from 3 to 4 while the new method charges you to raise skill B to 1 (figuring out that the cheapest method is to put those four free points in skill A and pay karma for B).  This means that if you have an existing character still in character creation mode that spent karma on Knowledge Skills, you'll likely get some karma back.
- Fixed a bug that was incorrectly calculating your spent contact points.
- Fixing an issue with auto-update. I think this will stabilize auto-update and handle broken downloads better but I won't know for sure until we try.
- Fixed the price of the Redundant Power Supply.
- Changed Ares Predator V from External to Internal Smartgun System. This change will only apply on newly purchased Predators.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Fedifensor on <07-13-14/1116:19>
Found one minor bug.  I get an Unhandled exception when I attempt to add Binoculars, Optical to my character.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-13-14/1119:58>
Found one minor bug.  I get an Unhandled exception when I attempt to add Binoculars, Optical to my character.

Thanks for the report... I'll get them fixed for the 5.121 build.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-13-14/1120:56>
This morning I released my 20th build of Chummer5 for folks to play with... 8 during alpha and 12 so far during beta.  And I guess this is as good a time as any to give a "state of the Chummer" post.

In the 10 days since the first beta release, I've fixed around 150 bugs (good that they're fixed, bad that there were 150 of them), added 4 sourcebooks (Street Grimoire, Bullets & Bandages, Sail Away Sweet Sister, and Stolen Souls), and started in on the unfinished items including character sheets, Street Level/Prime Runner creation, and with this morning's build Knowledge Skill calculation using the optimal path as well.

And there's still a lot on the to-do list.  I want to share the list just so you have an idea of where I'm seeing Chummer going and to get feedback.  For some of these items I'll be soliciting contributions from you fine people like new PACKs and house rules.  Aside from bugs I keep two to-do lists, the first is for smaller items that have been suggested, the second is for big-ticket items that will require a bit more heavy lifting to get them included.

Small Features
- Wherever possible replace text entries with dropdowns such as Codeslinger actions, Home Ground locations, Spirit Affinity and Spirit Bane spirits, and so on.
- Optional Rule to allow Guts to grant +2 to Composure.
- Have Spellcasting Foci show their bonus on spells of the appropriate school.
- Add an optional or house rule to allow cyberlimbs (particularly cyberlegs) to affect Movement Speed.
- Investigate the DV's for Critter Form and Shapechange (they appear to be swapped in the sourcebook).
- Investigate allowing Dwarfs to purchase the Resistance to Pathogens or Toxins as a quality in addition to their metatype bonus.
- Add defensive stats (Dodge, Full Defense, etc...) to the character sheets near the Armor values.
- Add a tooltip to Accuracy to show how it is calculated.
- Add the other campaign options such as Street Scum and High Life. While doing this make provision for custom priority options like say ABBCC.

Big Items
- Apply limits to gear ratings during character creation.
- Implement the translation ID's from Chummer 2. (Chummer 2 being the partially completed update to Chummer that Nebular was working on.) And once these are implemented, begin work on the foreign language translations.
- Re-enable the Optional Rules and House Rules.  Optional rules will be pulled from the books, House Rules will be solicited from the community.
- Reintroduce PACKs. I've already asked for solicitations... please jump in and contribute. http://forums.shadowruntabletop.com/index.php?topic=17338.0
- Do what I can to fix issues with Chummer when running with Mono for Linux support.
- Add the ability to have multiple skill specializations on the same skill in career mode.
- Try to add the ability to unbreak skill groups.
- Add error logging throughout Chummer to help me find and fix bugs.
- Try to fix the "disappearing tooltip" problem. In addition, I've got a few enhancements I'd like to make to the tooltips like giving the option to not have them timeout.
- Add the ability to buy weapon accessories as gear so you can stash them away. (The example given to me was buying a silencer and a few clips and putting them in an inventory location.)
- Either fix or ditch the Critter creation and Karma build options.  I think there's potentially a use for these by GM's as they allow for more freeform building of an NPC even though they're not official rules.
- Add in support of Wireless bonuses. These will likely be collected into a single box on the character sheet so you can track your bonuses and your exposure.
- Add better support for using Chummer during play. This would include things like tracking drug effects and other temporary stat changers.
- And finally, a pet project of mine... adding a "Cross-reference" tab. This would allow you to select a particular bonus and based on that selection it would show you everything that can provide that bonus using the XML data files as a source.  So if you wanted to see every item, power, quality, spell, and so on that could grant you a bonus to Initiative... here's the list.

I'll be adding these in as I can.  Some of the big items are things that may take a week or more just for a single item, so please be patient.  But I wanted y'all to know what's coming and what I'll be working on and most importantly that when you send in a feature request, I may not get to it for a while but I'm definitely not ignoring them.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Chaozmager on <07-13-14/1132:33>
I get an Unhandled exception, when I click on an attachment/add on to my guns when in career mode O.o?
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-13-14/1140:12>
I get an Unhandled exception, when I click on an attachment/add on to my guns when in career mode O.o?

Could you send me a copy of your character file? It's probably either the weapon or the accessory that is triggering it.
srchummer5@gmail.com
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Chaozmager on <07-13-14/1153:51>
I get an Unhandled exception, when I click on an attachment/add on to my guns when in career mode O.o?

Could you send me a copy of your character file? It's probably either the weapon or the accessory that is triggering it.
srchummer5@gmail.com
Sent it with an example but seems to happen the same for all weapon accessories I try :o
Title: Re: Chummer for 5th Edition - public BETA available
Post by: celondon on <07-13-14/1205:08>
Probably an easy one:

Under Fake License: There is no "Medical License" option. How's I supposed to be a "Legit Street Doc" without a Fake License hanging on my shingle? :)
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-13-14/1303:27>
Quickie update... (and it's got the Medical License as well)

Build 5.121 (beta)
- Fixed a bug that was preventing purchase of Binoculars (both digital and optical).
- Fixed a bug that was causing a soft crash when clicking on a weapon accessory.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: nimmerlicht on <07-13-14/1305:17>
Hi Adam, first off, thanks for all your great work! Really made it easier for our whole group to start our first Shadowrun round  :)

I think, I found a little mistake: Mentor Spirit (Raven) gives Free Traceless Walk OR 1 level of voice control (at least, if there wasn't an errata since I bought my rulebook^^).

There are also some issues when you use the german version of the programm, but I assume this won't be your first priority. English works just excellent  8)
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-13-14/1310:40>
Hi Adam, first off, thanks for all your great work! Really made it easier for our whole group to start our first Shadowrun round  :)

I think, I found a little mistake: Mentor Spirit (Raven) gives Free Traceless Walk OR 1 level of voice control (at least, if there wasn't an errata since I bought my rulebook^^).

There are also some issues when you use the german version of the programm, but I assume this won't be your first priority. English works just excellent  8)

First, I'm really glad you're enjoying Chummer and that it's working for you.

I'll take a look at the Raven Mentor Spirit and get it fixed.  And German is fairly high on my priority list, I've got to update a few files first but I'm hoping to begin real movement forward on the foreign translations in the next week.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Cynewulf on <07-13-14/1448:09>
The Savalette Guardian is suppossed to have an internal Smartgun system, Chummer has it listed as external. Minor issue.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-13-14/1514:52>
I think, I found a little mistake: Mentor Spirit (Raven) gives Free Traceless Walk OR 1 level of voice control (at least, if there wasn't an errata since I bought my rulebook^^).

This is what it lists in the PDF I have for the Raven Adept power on page 323 of the Core Rulebook.  Is it different in yours? I ask because it wouldn't be the first time the PDF and printed book don't match.
Adept: Free Traceless Walk and 1 level of Voice Control
Title: Re: Chummer for 5th Edition - public BETA available
Post by: nimmerlicht on <07-13-14/1621:15>
Its definitly OR in The german printed version on page 322  :-\
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-13-14/1714:52>
I went through all 25 Mentor Spirits in every config, Magician and Adept, every optional selection... and this build is the result.  After fixing the bugs listed below every single one of the Mentor Spirits was added without issue and all the benefits appeared.  If you have a different experience, send me a copy of your character sheet and what you were doing so I can try to duplicate it.

Build 5.122 (beta)
- Fixed a number of bugs relating to Mentor Spirits and as best as I can tell, they're all working as intended. If you find otherwise, please email me a copy of your character sheet with a brief explanation of what's going wrong.
- Mountain Mentor Spirit now provides its bonus to Counterspelling
- Doom Mentor Spirit now correctly provides a +2 to the combat skill of your choice if you choose that option.
- Mutation Mentor Spirit now correctly asks for which ability to apply Attribute Boost.
- Eagle Mentor Spirit now automatically applies "Pollutants" as the trigger of your Allergy.
- Dog Mentor Spirit now asks which senses are being improved.
- Moved the Smartgun System on the Savalette Guardian to be Internal.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: adzling on <07-13-14/1737:52>
in the pdf and printed english version Raven gets both 1 level of voice control AND Traceless Walk.
As well as +2 to con ;-)
FYI.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-13-14/1813:05>
Yeah... I've been digging through forum posts about the Raven Mentor Spirit. I wish they'd errata this or at least make a conclusive statement which way is correct. Failing that, I'm considering in the meantime adding a Mentor Spirit named "Raven (German)" that uses "or" rather than "and".
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Azmodael on <07-13-14/1818:45>
Considering that both powers are bad and not worth the PP cost I really don't see the problem...
Title: Re: Chummer for 5th Edition - public BETA available
Post by: adzling on <07-13-14/1825:30>
yeah it's rather sucky.

with just one level of V.C. Raven is a bit underpowered and with both Traceless Walk and V.C. it's a bit overpowered.

gah.

FYI I still got something funky going on with Karma when an adept with Way of the Burnout adds an augmentation during creation.
It drops his Karma by 5 points.

Which leads me to a quick pointer on the fact that you are handling Magic loss wrong currently.

If a character loses some essence, his magic rating drops.
Simple right?
Not so fast as there are some subtle complications that can ensue.

Example:
Toon has 4 Magic and 6 Essence.
He adds some augmentation and his essence drops to 5.5.
However even though his Magic is lower than 5 it still drops, from 4 to 3.
His maximum uninitiated Magic also drops from 6 to 5.
So now your toon has a Magic of 3, Essence of 5.5 and a maximum uninitiated Magic rating of 5 (i.e. he can raise his magic from 3 to 5 just via Karma, no need to initiate as you only need to initiate for raising your magic above 6).

It's also worth noting that the cost to raise that Magic from 3 to 4 is only 20 Karma points, just like any other stat.
So always raise your Magic AFTER you add your cyberware.

Anyhoo that's how I understand it after discussing with some of the more knowledgeable people on these boards.

Right now Chummer has it so that in the above scenario:
Toon has 4 Magic and 6 Essence.
He adds some augmentation and his essence drops to 5.5.
Magic rating of 4 is unchanged (although with Burnout's Way he gets a 5 Karma penalty for some reason).

Now I could be wrong on this but that is what I was able to divine after discussing on a few srun boards.

ymmv
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Chaozmager on <07-13-14/2257:36>
Just wondering, if there is any real use to linking the PDF location, and the location of a PDF application in the Chummer5 options. Like is there a way to quick open the books to specific pages ?
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-14-14/0655:02>
Just wondering, if there is any real use to linking the PDF location, and the location of a PDF application in the Chummer5 options. Like is there a way to quick open the books to specific pages ?
Interestingly enough, I've found what appears to be disabled code inside Chummer intended to open a PDF to a particular page.  It looks like Nebular either intended to add that functionality or tried and gave up due to problems.  I haven't tried to make it work although I've been wanting to look at it more.  The biggest issue I can think of is that it would require either having to "register" the PDF with Chummer so it knows how the file is named on your machine, or it would require a particular naming convention. So it sounds really cool, but it may be very problematic to implement.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Chaozmager on <07-14-14/0747:06>
Just wondering, if there is any real use to linking the PDF location, and the location of a PDF application in the Chummer5 options. Like is there a way to quick open the books to specific pages ?
Interestingly enough, I've found what appears to be disabled code inside Chummer intended to open a PDF to a particular page.  It looks like Nebular either intended to add that functionality or tried and gave up due to problems.  I haven't tried to make it work although I've been wanting to look at it more.  The biggest issue I can think of is that it would require either having to "register" the PDF with Chummer so it knows how the file is named on your machine, or it would require a particular naming convention. So it sounds really cool, but it may be very problematic to implement.

I was reading and on a forum somewhere it seemed like originally he had it active, and you would be able to click on the source link and it would open to that page. If you go to the options menu, and click on each book manually you can link it manually to the PDF location. It will also allow you to click "Test -Open to page 5", and if you link it a pdf program it actually works. So it would be amazing if you managed to find a way to get it to work :o

Oh wow I got it to work for Martial art techniques. For example I went to options and manually linked all the books and them to my PDF viewer. Then I went to martial arts, added a new one, I chose karate. Then added a new technique, sweep. On the right side it says "Source: RG 141", when i select sweep, so when i single left click on the source it opens up run & gun to page 141 :D
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-14-14/0955:47>
I've been working in this code for getting close to three months and I thought I'd seen all it could do... damn that's cool!  Nebular wrote some damn good code.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: LionofPerth on <07-14-14/1002:16>
Thanks for the good work. Much appreciated. I may have a bug, though I will confirm this later tonight.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Chaozmager on <07-14-14/1150:26>
But Adam any possibility on actually make it so that it always works. Like when you have a secondary box open and click on the source it doesn't seem to want to work, but if you are on the main page and click on sources it works :o
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-14-14/1245:20>
But Adam any possibility on actually make it so that it always works. Like when you have a secondary box open and click on the source it doesn't seem to want to work, but if you are on the main page and click on sources it works :o

Possible, yes. Immediately, no. I'll add it to the list of things to do but right now I'm focusing on getting logging into the code to help me diagnose crashes and bugs in general.  There's a particularly annoying crash that's occurring only for some people when adding a Mentor Spirit and no matter how hard I try I can't reproduce it and haven't been able to reproduce it on any machine I have access to.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Chaozmager on <07-14-14/1311:46>
But Adam any possibility on actually make it so that it always works. Like when you have a secondary box open and click on the source it doesn't seem to want to work, but if you are on the main page and click on sources it works :o

Possible, yes. Immediately, no. I'll add it to the list of things to do but right now I'm focusing on getting logging into the code to help me diagnose crashes and bugs in general.  There's a particularly annoying crash that's occurring only for some people when adding a Mentor Spirit and no matter how hard I try I can't reproduce it and haven't been able to reproduce it on any machine I have access to.
I will do what I can to try and see if I can add it in myself :o.... But no guarantees, my c# is fairly weak XD
Ok got the qualities one to work now :D.... so when you are selecting your positive or negative qualities just click on the source name to load the book to the correct page.

Just add;
         private void lblSource_Click(object sender, EventArgs e)
        {
             string strSource = lblSource.Text;
           // The user must have specified the path of their PDF application in order to use this functionality.
         if (GlobalOptions.Instance.PDFAppPath == string.Empty)
            return;

         string[] strTemp = strSource.Split(' ');
         string strBook = "";
         string strPage = "";
         string strPath = "";
         int intPage = 0;

         try
         {
            strBook = strTemp[0];
            strPage = strTemp[1];

            // Make sure the page is actually a number that we can use as well as being 1 or higher.
            if (Convert.ToInt32(strPage) < 1)
               return;
            intPage = Convert.ToInt32(strPage);
         }
         catch
         {
            return;
         }

         // Revert the sourcebook code to the one from the XML file if necessary.
         if (_objCharacter != null)
            strBook = _objCharacter.Options.BookFromAltCode(strBook);

         // Retrieve the sourcebook information including page offset and PDF application name.
         bool blnFound = false;
         foreach (SourcebookInfo objInfo in GlobalOptions.Instance.SourcebookInfo)
         {
            if (objInfo.Code == strBook)
            {
               if (objInfo.Path != string.Empty)
               {
                  blnFound = true;
                  strPath = objInfo.Path;
                  intPage += objInfo.Offset;
               }
            }
         }

         // If the sourcebook was not found, we can't open anything.
         if (!blnFound)
            return;

         // Open the PDF.
         // acrord32 /A "page=123" "D:\foo\bar.pdf"
         //string strFilePath = "C:\\Gaming\\Shadowrun\\Books\\Shadowrun 4th ed Anniverary.pdf";
         string strParams = " /n /A \"page=" + intPage.ToString() +"\" \"" + strPath + "\"";
         Process.Start(GlobalOptions.Instance.PDFAppPath, strParams);
           
      }
        }

And also at the top make sure you also add "using System.Diagnostics;"
To the pages where it says the source to make them all work :D
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-14-14/1528:21>
Ok got the qualities one to work now :D.... so when you are selecting your positive or negative qualities just click on the source name to load the book to the correct page.

Just add; ...

Thank you Chaozmager... I'll get that in as soon as I can.

I'm also publishing this small build update which has one tiny fix and one big behind-the-scenes piece.  Adding debug logging will help me track problems in the code by giving you nice people the ability to send in a debug log when a problem occurs.  For the time being, generally you don't even need to think about it and you can just leave it off.  If you're reporting a bug that I can't duplicate, I'll ask if you can send me a debug log.

Build 5.123 (beta)
- Fixed Security Armor: Heavy's armor rating.
- Added debug logging. By default this is turned off for performance reasons but if you encounter a significant error, I may ask you to turn it on so that the error can be captured and logged which will make my fixing the problem much easier.  If you do need to turn it on, you'll find it on the Options dialog listed as "Use Debug Logging".  For space reasons, if the log is turned on it will automatically clear itself each time you start Chummer.  At this time, only a small portion of Chummer's code is set up for debug logging but I'll be expanding this as I can.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Chaozmager on <07-14-14/1556:19>
Not sure if this is a bug or not, but for some reason some skills still show up as a dice pool of 0 even though I have points in the relevant attribute, Not sure if it is a bug or that you need at least 1 point in the skill to activate it.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-14-14/1622:25>
Build 5.124 (beta)
- Fixed the crash non-US users were having when adding a Mentor Spirit.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-14-14/1623:47>
Not sure if this is a bug or not, but for some reason some skills still show up as a dice pool of 0 even though I have points in the relevant attribute, Not sure if it is a bug or that you need at least 1 point in the skill to activate it.

I know there are skills that require that you have at least a point in it to be able to default.  If you don't have the skill and can't default, it'll show 0.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: firebug on <07-14-14/2015:17>
When making an adept, I picked the Dragonslayer mentor spirit.  Things were a bit confusing and unclear.

First, it asks me to pick "an active skill" and lists only the social skills.  That made sense, I understood what to pick.  But then when I clicked Okay, it came up again, but this time had all the skills as options.  Not sure what happened, I picked Con again.  I went into my adept powers and saw I had Enhanced Accuracy (Con) and realized what I did, so I deleted the quality, bought it again, and picked Archery.

The only thing that really seemed out of place, in hindsight, is that the second box wasn't too clear, and that when I deleted the quality, it didn't remove the powers automatically.  Neither of these things are glitches that stop it from working, but just awkward bugs that could be ironed out if you have the time.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-14-14/2028:45>
I can try to see what I can do to adjust the text. It is perhaps less easy than you might think (that dialog gets reused a lot) so it may take a little time.

On the other hand, the power not being deleted when you delete the quality is deliberate. Given that many of the powers have levels, getting a mentor spirit often means you're getting one or two levels free and you may or may not buy more. Removing the power outright is going to be the wrong answer as often as it's the right one.  What I opted for was to just remove the benefit of free levels and you can remove them entirely if you wish.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: firebug on <07-14-14/2032:50>
Alrighty.  Like I said, neither of them were big issues.  I definitely see your reasoning behind not removing the powers, I just wanted to make sure it was deliberate.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Chaozmager on <07-14-14/2256:08>
I have a Bow (Rating 10) and I have many variants of arrows in the gear section but when I hit Reload after finishing my character it says "You do not have any Bows Ammunition remaining!".

I searched through the code and looked through the program but there doesn't seem to be a way to get blood magic as found in the Street Grimoire starting on page 89. Is it something I am missing or is it something that is still yet to be added?
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Ariketh on <07-15-14/1333:09>
I searched through the code and looked through the program but there doesn't seem to be a way to get blood magic as found in the Street Grimoire starting on page 89. Is it something I am missing or is it something that is still yet to be added?

Generally speaking, blood magic (and the toxic and insect paths, really) are not intended for PC use. So that might be why he hasn't gotten that far.

Also: Geomancy, Divination, and Necromancy aren't metamagics, as far as I can tell. They are "schools" of magical learning. Initiating into the schools usually grants a ritual or enchanting formula. (Unlike exorcism, psychometry, masking, and channeling, which are schools *and* metamagics.)

-Ariketh
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-15-14/1353:23>
I searched through the code and looked through the program but there doesn't seem to be a way to get blood magic as found in the Street Grimoire starting on page 89. Is it something I am missing or is it something that is still yet to be added?

Generally speaking, blood magic (and the toxic and insect paths, really) are not intended for PC use. So that might be why he hasn't gotten that far.

Also: Geomancy, Divination, and Necromancy aren't metamagics, as far as I can tell. They are "schools" of magical learning. Initiating into the schools usually grants a ritual or enchanting formula. (Unlike exorcism, psychometry, masking, and channeling, which are schools *and* metamagics.)

-Ariketh

I'll admit to being unclear on those three... I'll have to go back and re-read but I thought that given that you were initiating into those schools, that it essentially consumes the metamagic slot for that initiation.  But that could easily have been a result of me plowing through the book in a hurry to add its content to Chummer.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-15-14/1537:55>
Ok so if I'm understanding SG correctly, if you're Initiating you may choose to initiate into an "Art".  Upon gaining an Art, you may gain a ritual, enchantment, or metamagic for free. And you can learn additional rituals and enchantments particular to that Art for the cost of your current grade of Initiation (but this won't increase your Initiate grade).

So based on this, I could as a new mage initiate for 13 karma and choose to initiate into Geomancy. Given that I've chosen Geomancy, I get to pick a ritual, enchantment, or metamagic particular to Geomancy so I choose Aspect Mana Line.  Later on, I spend another 13 karma to learn Ley Sight.  Later still, I initiate again for 16 karma (I'm now grade 2) and choose a metamagic I'm interested in.... let's say Centering.

And if I'm further understanding this, say I decide to initiate again this time choosing to learn the arts of Invocation but also using a Group Initiation, Initiatory Ordeal, and Schooling getting a total of 30% discount so initiating costs me 13.3 karma (I assume I'm rounding up to 14?).  So given "A magician can learn additional advanced rituals and enchantments within that category by spending the same amount of time and Karma that would be required to initiate to his or her current initiate grade", would choosing to learn an additional Invocation ritual now cost me the discounted 14 karma (the cost of my current grade) or 19 karma (what my current grade would cost without the discounts I was able to apply)?

Whatever the answer, I suspect I have a fair amount of coding (and re-coding) to do to get these arts entered correctly.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Ariketh on <07-15-14/1559:12>
Also: Geomancy, Divination, and Necromancy aren't metamagics, as far as I can tell. They are "schools" of magical learning. Initiating into the schools usually grants a ritual or enchanting formula. (Unlike exorcism, psychometry, masking, and channeling, which are schools *and* metamagics.)

-Ariketh

I'll admit to being unclear on those three... I'll have to go back and re-read but I thought that given that you were initiating into those schools, that it essentially consumes the metamagic slot for that initiation.  But that could easily have been a result of me plowing through the book in a hurry to add its content to Chummer.

Let me see if I can point you in the right direction.

Quote from: Street Grimoire page 139
Presented here are some of the higher arts a magician can initiate into—either alone, through a group, or with  a  school.  Each  specific  art  encompasses  a  list  of rituals,  enchantments,  and  metamagics.  When  a  magician first initiates into the art, he learns one available ritual, enchantment, or metamagic for free, barring any prerequisites. A magician can learn additional advanced rituals and enchantments within that category by spend-
ing the same amount of time and Karma that would be required to initiate to his or her current initiate grade (p. 325, SR5). For each new metamagical technique, however, the magician will need to initiate to the next grade
to gain that new metamagic.

Note the sidebar on the same page contradicts the costs. The sidebar lists rituals and enchanting formulas as 5 karma (as normal), enhancements at 2 karma, and metamagics only through initiating.

The subsections are bit confusing.


And so on.

* It says technique, but it's not tied to a martial art (aside from Astral Combat). Maybe it was supposed to be an enhancement? Since it seems to modify the flexible signature metamagic a bit. I am not sure on that one. None of the others have techniques, so... I wouldn't be surprised if it was an error.

Not sure how you'd code it. Initiate and it asks what school you are initiating to? Once selected, you'd get a list of the metamagics, enhancements, and formulas you get access to. Maybe include all the previous ones you qualify for as well, so folks don't waste an initiation getting a ritual, formula, or enhancement instead of a metamagic? This would be especially good for the enhancements because they only cost 2 karma according to the sidebar.

IE: Initiate into Masking, pick up masking. Initiate into Necromancy. Since it doesn't have a metamagic, pick up extended masking. Spend the 5 karma to pick up Grave Binding, which is the first ritual that necromancers learn.

Having the school of initiating is sort of important for adepts, since they are limited to their chosen Way (even if they don't have the quality) and the undecided way metamagics, enhancements, rituals, and formulas.

Or if you want to keep it simple: Just list all the available rituals, formulas, enhancements, and metamagics and it will be up to the player and their GM to make sure it's legal.

And you posted again while I was typing.

Ok so if I'm understanding SG correctly, if you're Initiating you may choose to initiate into an "Art".  Upon gaining an Art, you may gain a ritual, enchantment, or metamagic for free. And you can learn additional rituals and enchantments particular to that Art for the cost of your current grade of Initiation (but this won't increase your Initiate grade).

That's sorta how I read it. The sidebar on page 139, as I mentioned above, has different costs than the body of text. IIRC from a post in the errata thread or the SG thread in general, the body of text is in error.

So based on this, I could as a new mage initiate for 13 karma and choose to initiate into Geomancy. Given that I've chosen Geomancy, I get to pick a ritual, enchantment, or metamagic particular to Geomancy so I choose Aspect Mana Line.  Later on, I spend another 13 karma to learn Ley Sight.  Later still, I initiate again for 16 karma (I'm now grade 2) and choose a metamagic I'm interested in.... let's say Centering.

Aside from the cost to learn Ley Sight, yes. That's how I'm reading it as well.

And if I'm further understanding this, say I decide to initiate again this time choosing to learn the arts of Invocation but also using a Group Initiation, Initiatory Ordeal, and Schooling getting a total of 30% discount so initiating costs me 13.3 karma (I assume I'm rounding up to 14?).  <snip>

I'd round down as you normally would (per rules of math) for the initiation, but I can't see where that is outright stated. So 13. Alternately, in favor of the player? And as I previously stated, I'd go with the sidebar on page 139. Bold mine.

Quote from: Sidebar, Street Magic, page 139
RITUALS
These  rituals  are  only  available  for  those  who  have  initiated into this particular school of magic. They cost the same amount of Karma and time to learn as other rituals (5 Karma, see p. 299, SR5); no
additional initiation grade is needed. These rituals cannot be taught to any other magician unless they too have initiated in this school of magic. Magicians who do not know the ritual can still participate in it as long as the ritual leader knows it (p. 295, SR5).

ENHANCEMENTS
For  adepts,  enhancements  represent  focused  training  for  one specific adept power, pushing it beyond the traditional limits.The cost in Karma and time is the same as learning a new skill (2 Karma, 1 day). The adept must first have the power before he can augment it. A learned enhancement cannot be taught to another adept unless he or she is initiated into that particular Way.

ENCHANTING
These  enchantments  are  only  available  for  those  who  have initiated into this school of magic. They cost the normal amount of Karma  and  time  to  learn  (5  Karma,  see  p.  299,  SR5).  These  items cannot be used by other magicians unless they have also initiated into this school of magic.

METAMAGICS
These metamagics are only available to those who initiate into this school of magic. If more than one metamagic is available, the magician must perform the initiation process, including the Karma and time cost, to learn each one.

Hope that helps.

Edited to add: I can't find the post. I've read too many errata/Street Grimoire threads and my brain has blurred them together.

-Ariketh
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Carpool on <07-15-14/1800:09>
I get an unhandled exception when I try to save my character into career mode. Heres the full error text if it help


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

************** Exception Text **************
System.FormatException: Input string was not in a correct format.
   at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
   at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)
   at System.Convert.ToInt32(String value)
   at Chummer.frmCreate.GetAvailInt(String strAvail)
   at Chummer.frmCreate.ValidateCharacter()
   at Chummer.frmCreate.ConfirmSaveCreatedCharacter()
   at Chummer.frmCreate.SaveCharacter()
   at Chummer.frmCreate.mnuFileSave_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: 4.0.30319.18449 built by: FX451RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Chummer5
    Assembly Version: 0.0.5.124
    Win32 Version: 0.0.5.124
    CodeBase: file:///C:/Users/biddeford/Downloads/Chummer5/Chummer5.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18046 built by: FX45RTMGDR
    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: 4.0.30319.18022 built by: FX45RTMGDR
    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: 4.0.30319.18045 built by: FX45RTMGDR
    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: 4.0.30319.18058 built by: FX45RTMGDR
    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: 4.0.30319.17929 built by: FX45RTMREL
    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: 4.0.30319.18058 built by: FX45RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
Accessibility
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.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
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-15-14/1803:25>
Let me see if I can point you in the right direction.

Thank you! I won't be able to push a build with this in it tonight but I will get started on it.  It's just going to take me a little time to get all of that coded.  But thank you so very much for taking the time to write that up... it is immensely helpful.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-15-14/1805:54>
I get an unhandled exception when I try to save my character into career mode. Heres the full error text if it help

Can you email me a copy of your character (in creation mode) so I can try it myself? It'll take me right to the line that's misbehaving so I can fix it faster.  Thank you!
srchummer5@gmail.com
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Ariketh on <07-15-14/1813:19>
Let me see if I can point you in the right direction.

Thank you! I won't be able to push a build with this in it tonight but I will get started on it.  It's just going to take me a little time to get all of that coded.  But thank you so very much for taking the time to write that up... it is immensely helpful.

Hey, you're doing all the heavy lifting! The least I can do is assist. I know it's been said a number of times in this thread, but your work is appreciated. Chummer was awesome for SR4, I despaired of it making the jump to SR5. I just hope you don't burn yourself out in the process. :)

-Ariketh
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Carpool on <07-15-14/1821:47>
Sent.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Sternenwind on <07-15-14/1856:04>
Is there a way to implement karma generation?
With BP costs = Karma costs for classes (technomancer, adept, magican, aspect mage) and 0 karma for races with 0 bonus attributes?
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-15-14/1900:41>
Is there a way to implement karma generation?
With BP costs = Karma costs for classes (technomancer, adept, magican, aspect mage) and 0 karma for races with 0 bonus attributes?

Somewhat.  I've left the code in place and I think most everything I've added should work within it, but I haven't tested it explicitly and suspect there's significant problems with it currently.  I'm intending to give it a thorough look through to try to resolve problems in order to provide GM's a tool for creating NPC's.  But this is somewhat far down the list at the moment and it will be weeks at least before I get to it.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-15-14/1936:49>
Small update tonight.  I'm going to be focusing on three items over the next several days (I hope it's only several days). Specifically I'll be working on fixing the issues with the Arts from Street Grimoire, making Qi foci so that they select a specific power and that power then shows up as one of your adept powers, and getting Weapon foci to connect to your weapon so that the weapon stats are updated accordingly.  If I can I'm also trying to resolve the issue with being able to load ammo on to a bow in career mode.

Build 5.125 (beta)
- Fixed Damage and AP value for Explosive Ammo
- Fixed a bug which would prevent the Dragonslayer Mentor Spirit from getting the bonus to a social skill.
- Added a separator between gear items attached to armor on the "Shadowrun 5" character sheets.
- Fixed a bug preventing refunding of Complex Form points when deleting a Complex Form.
- Weapons will now correctly inherit availability modifiers from accessories which should increase the weapon's availability.
- Removed 4th Edition artifact where Improved Physical Attribute was charging double for attributes raised above metatype max.
- Fixed a bug which could cause the movement formula to give incorrect values (it wasn't using the total value including augmentations).
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-15-14/2102:12>
Ok, I've got one more question about the Arts in SG.  If I'm reading it correctly, there is not a "The Athlete's Way" Art that has to be taken during initiation, it's just that the list provided there is available to an adept that takes The Athlete's Way quality.  Just wanting to make sure I'm not misunderstanding that section on Adepts and their Ways in the Physical Arts.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: FasterN8 on <07-15-14/2116:05>
Regarding some of the karma costs in Street Grimoire, here's a link to a post from Giabralter, a freelancer who seems to speak with some authority on the subject.

http://forums.shadowruntabletop.com/index.php?topic=17274.msg305529#msg305529

This is probably as official as we're going to get for at least a few months.

On a slightly related subject, it's pretty interesting to go to his profile and browse through his posts for a couple other nuggets on the rules, errata and even some yet-unpublished stuff.  I may look up some more freelancer profiles and rules-mine their postings.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-15-14/2130:40>
Regarding some of the karma costs in Street Grimoire, here's a link to a post from Giabralter, a freelancer who seems to speak with some authority on the subject.

http://forums.shadowruntabletop.com/index.php?topic=17274.msg305529#msg305529

This is probably as official as we're going to get for at least a few months.

On a slightly related subject, it's pretty interesting to go to his profile and browse through his posts for a couple other nuggets on the rules, errata and even some yet-unpublished stuff.  I may look up some more freelancer profiles and rules-mine their postings.

Awesome! Thank you!  I'm churning my way through the XML files right now adjusting the structure to deal with arts in preparation for writing some new code to handle them properly.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Razhul on <07-16-14/0125:21>
Will there be any character-breaking updates coming or should I just start building my character now and it will be fine for the foreseeable future?
Title: Re: Chummer for 5th Edition - public BETA available
Post by: voydangel on <07-16-14/0342:30>
After playing with this a bit, I am still finding the initial screen for a new character (the screen where you select your priorities) to be less than intuitive.
It currently is set up where you have static Attributes, skills, metatype, etc on the left and you select a priority for each with drop downs.
I feel that it would be more intuitive if the priorities (A,B,C,D,E) were static on the left and you choose attributes, or skills or whatever on the right of each priority.
Maybe it's just me though.

Incidentally, reorganizing it the way I just suggested might also make it easier to implement the optional character creation rules from pg 354 as well.
You would simply have a drop down at the top or bottom or whatever that changed the priorities to new letters and loaded new dropdowns for the stuff on the right.
I may not be being clear about this since my programming skills have dwindled a bit over the last few years, but I think you probably get what I mean.

anyway, just my 2¥
Title: Re: Chummer for 5th Edition - public BETA available
Post by: martinchaen on <07-16-14/0700:04>
voydangel
That's a good suggestion, I'd be a fan of that kind of implementation as well.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Chaozmager on <07-16-14/0832:03>
Not sure if it is a bug but during char creation the karma needed to increase player skills such as "Pilot Aerospace" (but seems to happen for them all), the karma cost is mis-calculated. For example, if I use JUST karma and level it up;
0 - 1 = 2 karma (correct)
0 - 2 = 6 karma (correct)
0 - 3 = 10 karma (incorrect) should be 12 karma
0 - 4 = 12 karma (incorrect) should be 20 karma
0 - 5 = 16 karma (incorrect) should be 30 karma
0 - 6 = 18 karma (incorrect) should be 42 karma

Source based on page 107 of the core book table, being Karma advancement table for skills.

Oh by the way I am using the updated core rule book that got released the other day, it fixes all the problems with the original book that was found mostly in the Errata. So page numbers seem to have changed for some pages between them, so you might need to update the page numbers in chummer as well? I dunno
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Top Dog on <07-16-14/0851:42>
Not sure if it is a bug but during char creation the karma needed to increase player skills such as "Pilot Aerospace" (but seems to happen for them all), the karma cost is mis-calculated. For example, if I use JUST karma and level it up;
0 - 1 = 2 karma (correct)
0 - 2 = 6 karma (correct)
0 - 3 = 10 karma (incorrect) should be 12 karma
0 - 4 = 12 karma (incorrect) should be 20 karma
0 - 5 = 16 karma (incorrect) should be 30 karma
0 - 6 = 18 karma (incorrect) should be 42 karma

Source based on page 107 of the core book table, being Karma advancement table for skills.
\
I noticed this too. Was planning on testing it in more detail tonight (I should be working now), but the numbers seem the same as I got.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Azmodael on <07-16-14/1102:21>
Two bugs:
At chargen when you try to increase skills past the allocated number it properly takes from your karma, but also shows a malus on remaning skill points.

When you try to select Mass Animate as a limited spell you get an error message.

Suggestion:

Make the edge appear as a couple of boxes/circles that can be crossed out. For easier edge managment.

Not sure of it is a bug:
Lasersight is not valid update on Crossbow weapons. Lasersight on crossbows is already a thing in 2014 :)
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Xelian on <07-16-14/1124:00>
1.  Up to 5000 nyens can be transfered after character creation to actual play (page 101. Upper right corner). Currently none are.
2. Certain positive and negative qualities adjust your notoriety (page 372). It will be good those are auto calculated (no big deal but I'm pretty sure those are easily forgettable)
3. Crossbow bolts are pretty much not considered ammo for the purpose of loading them onto a weapon
4. Trying to add Ares Giantslayer Slingshot gives an error (after that it is added)

Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-16-14/1143:05>
Will there be any character-breaking updates coming or should I just start building my character now and it will be fine for the foreseeable future?

The only big update coming is to fix Initiation per Street Grimoire.

1.  Up to 5000 nyens can be transfered after character creation to actual play (page 101. Upper right corner). Currently none are.
2. Certain positive and negative qualities adjust your notoriety (page 372). It will be good those are auto calculated (no big deal but I'm pretty sure those are easily forgettable)
3. Crossbow bolts are pretty much not considered ammo for the purpose of loading them onto a weapon
4. Trying to add Ares Giantslayer Slingshot gives an error (after that it is added)

I'll get #1 added as I can. Had totally missed #2, I'll add it when I can as well.  #3 is an issue for both Crossbows and Bows and it's on my immediate to do list. #4 I'll add to the bug list as well and will try to get that fixed promptly.

After playing with this a bit, I am still finding the initial screen for a new character (the screen where you select your priorities) to be less than intuitive.
It currently is set up where you have static Attributes, skills, metatype, etc on the left and you select a priority for each with drop downs.
I feel that it would be more intuitive if the priorities (A,B,C,D,E) were static on the left and you choose attributes, or skills or whatever on the right of each priority.
Maybe it's just me though.

Incidentally, reorganizing it the way I just suggested might also make it easier to implement the optional character creation rules from pg 354 as well.
You would simply have a drop down at the top or bottom or whatever that changed the priorities to new letters and loaded new dropdowns for the stuff on the right.
I may not be being clear about this since my programming skills have dwindled a bit over the last few years, but I think you probably get what I mean.

anyway, just my 2¥

I'll take a look at it to see what I can do with it but no guarantees.

Two bugs:
At chargen when you try to increase skills past the allocated number it properly takes from your karma, but also shows a malus on remaning skill points.

When you try to select Mass Animate as a limited spell you get an error message.

Suggestion:

Make the edge appear as a couple of boxes/circles that can be crossed out. For easier edge managment.

Not sure of it is a bug:
Lasersight is not valid update on Crossbow weapons. Lasersight on crossbows is already a thing in 2014 :)

Ok, originally if you overspent on skills or attributes or whatever, it showed "0 of ##" and you just kept spending karma, Per user request, I changed this to show negative points to give an indicator that you had overspent on that item and were now spending karma and just how many points you went over.  So that's intentional.

I'll take a look at Mass Animate. Edge, I'll take a look at but it may take a bit to get to that one. I'll have to see what I can do with Crossbows. The issue is that the Laser Sight requires being in a Top or Bottom mount but Crossbows (and Bows as well) don't have mount locations so Chummer sees it as an invalid option.  Adding mount locations to these items falls into houserule territory so I'll probably have to add it in there.  I'll add it, it just may take a little bit for me to get to that one because it's not quite as easy as it sounds (I'll have to add specific code to add those mounts to the appropriate weapon categories if the houserule is enabled).

 
Not sure if it is a bug but during char creation the karma needed to increase player skills such as "Pilot Aerospace" (but seems to happen for them all), the karma cost is mis-calculated. For example, if I use JUST karma and level it up;
0 - 1 = 2 karma (correct)
0 - 2 = 6 karma (correct)
0 - 3 = 10 karma (incorrect) should be 12 karma
0 - 4 = 12 karma (incorrect) should be 20 karma
0 - 5 = 16 karma (incorrect) should be 30 karma
0 - 6 = 18 karma (incorrect) should be 42 karma

Source based on page 107 of the core book table, being Karma advancement table for skills.

Oh by the way I am using the updated core rule book that got released the other day, it fixes all the problems with the original book that was found mostly in the Errata. So page numbers seem to have changed for some pages between them, so you might need to update the page numbers in chummer as well? I dunno

Chummer in creation mode does not charge you karma for the last point you added.  It charges you for the cheapest point.  I'll use the same example I've given earlier in this thread.

To make this example simple, we'll say you have 6 active skill points to spend.  You spend 4 on skill A and 2 on skill B and are now out of free skill points.  Now you add 1 point to skill A, raising it to 5.  In career mode what happens next is simple... you get charged (new rating x 2) karma.  In creation mode though it works differently and here's why:

Let's say you were doing all of your character creation on paper... you're giving 5 points to skill A and 2 to skill B and have to pay for one of those points with karma.  The logical thing to do would be to give 5 of your free points to skill A, give 1 to skill B, and then pay 4 karma to raise skill B from 1 to 2.  So that's what Chummer does. It looks for the cheapest option when spending your free skill points to give you the lowest cost to your karma.  So when you raise skill A from 4 to 5 in Chummer, it isn't charging you 10 karma for it, it charges you 4 because it can shift the free points around to best effect.

So in your example I quoted, it started moving the free points around and it looks like you have some skills at rating two.  For the sake of example, we'll say you're raising Blades from 0 to 6 and have Clubs, Pistols, and Unarmed at 2.

So what it did is when you raised Blades that first point from 0 to 1, it charged you for that because there was no cheaper option... 2 karma.  At this point you have 0 free points in Blades, and 2 each in Clubs, Unarmed, and Pistols.

Then you raised Blades from 1 to 2... there were other skills at 2 but none below that, so it charged you full price for that... 4 karma.   At this point you have 0 free points in Blades, and 2 each in Clubs, Unarmed, and Pistols.

When you raised Blades from 2 to 3, it found there was a skill at 2 (Clubs) so it moved your free points around to give you a cheaper option.  It moved 2 points from Clubs to Blades and 1 point from Unarmed to Blades.  You're having to pay the same 2 and 4 karma to raise Clubs from 0 to 2 and now 4 karma for the cost to raise Unarmed from 1 to 2.  At this point you have 3 free points in Blades, 0 in Clubs, 1 in Unarmed and 2 in Pistols.

When you raised it from 3 to 4, it moved that first free point from Unarmed so you were paying for that other skill to go from 0 to 1... 2 karma.   At this point you have 4 free points in Blades, 0 in Clubs and Unarmed, and 2 in Pistols.

Now you raise Blades from 4 to 5. It can't pull form Clubs or Unarmed but it can for Pistols.  So it's going to charge you to raise Pistols from 1 to 2... 4 karma. At this point you have 5 free points in Blades, 0 in Clubs and Unarmed, and 1 in Pistols.

And finally, you raise Blades from 5 to 6.  It pulls that last point from Pistols so it has to charge you the cost to raise Pistols from 0 to 1... 2 karma.  At this point you have 6 free points in Blades, 0 in Clubs, Pistols and Unarmed.

Edit: I had a flaw in my example... Fixed now.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-16-14/1208:59>
Because how Chummer allocates free points can be so confusing, I've considered the possibility of at some point adding on a UI element for attributes (primary and special), skill groups, active skills, and knowledge skills to show where Chummer is allocating free points so you can see where you're paying karma.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: FasterN8 on <07-16-14/1212:44>
By the way, I LOVE that "best-path" feature.  It really keeps things as fair as possible when you have new people building alongside veterans who know all these little math tricks to squeeze out as much value as possible from their points and karma.

Edit:
Because how Chummer allocates free points can be so confusing, I've considered the possibility of at some point adding on a UI element for attributes (primary and special), skill groups, active skills, and knowledge skills to show where Chummer is allocating free points so you can see where you're paying karma.

You might just incorporate the karma allocation in chargen into a comprehensive karma spending log.  It would accomplish the same thing as a point-spending display, but it would be useful beyond chargen.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: firebug on <07-16-14/1253:52>
A karma-spending log during Char Gen would be great.  The best-path feature is wonderful.  It'd be good to include an explanation of it somewhere in the program, maybe under the Help menu or somewhere more noticable, to prevent people from getting confused by it.  How to explain it shortly though...  I dunno.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Top Dog on <07-16-14/1254:44>

Ok, originally if you overspent on skills or attributes or whatever, it showed "0 of ##" and you just kept spending karma, Per user request, I changed this to show negative points to give an indicator that you had overspent on that item and were now spending karma and just how many points you went over.  So that's intentional.
Yeah, I like the negative points. I wonder if it can be made more clear that it means it's now being payed from karma.

Quote
Chummer in creation mode does not charge you karma for the last point you added.  It charges you for the cheapest point.  I'll use the same example I've given earlier in this thread.

To make <story>

And finally, you raise Blades from 5 to 6.  It pulls that last point from Pistols so it has to charge you the cost to raise Pistols from 0 to 1... 2 karma.  At this point you have 6 free points in Blades, 0 in Clubs, Pistols and Unarmed.

Edit: I had a flaw in my example... Fixed now.
I get what you're trying to do, and it's certainly a good idea, but your current implementation is bugged, is what we're saying. Unless I'm really confused about how it works...

I haven't been able to find the error in a more generalized case, but I have been able to reproduce it with a fresh character (with the latest version).

What I did was:
This gives Arcana 5, Counterspelling 6, Computer 6, First Aid 4, Perception 2 (Specialty), Spellcasting 6 (specialty), Summining 6 (specialty), and Influence group 2. It uses up all 28 points.

Now, raise Perception from 2 to 3. The cheapest available cost is the actual perception skills, there are no lower level costs that can be raised instead. So it should cost 6 points. Chummer counts 4 instead.
Now raise Perception from 3 to 4. The cheapest available cost is again perception (or First Aid, I guess) for 8, but Chummer deducts 2.

From some more fiddling, I *think* it gets confused by the skill group. Without a skill group selected, it counts the correct cost. If the skill group were a skill, it'd be correct - for the first point, it'd raise influence from 1 to 2. For the second, it'd raise it from 0 to 1. But of course, it's not allowed to do that, because it's a skill group.


I hope that helps with finding the bug and eliminating it. If I'm misunderstanding something, please do enlighten me, but I can see no scenario in which this karma cost is correct.

A detailed overview on what karma is spend on during character creation, like was discussed earlier, would be excellent for this.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Chaozmager on <07-16-14/1325:44>

Ok, originally if you overspent on skills or attributes or whatever, it showed "0 of ##" and you just kept spending karma, Per user request, I changed this to show negative points to give an indicator that you had overspent on that item and were now spending karma and just how many points you went over.  So that's intentional.
Yeah, I like the negative points. I wonder if it can be made more clear that it means it's now being payed from karma.

Quote
Chummer in creation mode does not charge you karma for the last point you added.  It charges you for the cheapest point.  I'll use the same example I've given earlier in this thread.

To make <story>

And finally, you raise Blades from 5 to 6.  It pulls that last point from Pistols so it has to charge you the cost to raise Pistols from 0 to 1... 2 karma.  At this point you have 6 free points in Blades, 0 in Clubs, Pistols and Unarmed.

Edit: I had a flaw in my example... Fixed now.
I get what you're trying to do, and it's certainly a good idea, but your current implementation is bugged, is what we're saying. Unless I'm really confused about how it works...

I haven't been able to find the error in a more generalized case, but I have been able to reproduce it with a fresh character (with the latest version).

What I did was:
  • Pick Skills C and Magic A (not sure if the magic part makes a difference, mind you).
  • Put the free points in Spellcasting and Summoning
  • Raise Spellcasting and Summoning up to 6, and pick a specialty for both
  • Raise Arcana to 5, Counterspelling to 6, Computer to 6, First Aid to 4 and Perception to 2, with a speciality in Perception
  • Raise Influence skill group to 2
This gives Arcana 5, Counterspelling 6, Computer 6, First Aid 4, Perception 2 (Specialty), Spellcasting 6 (specialty), Summining 6 (specialty), and Influence group 2. It uses up all 28 points.

Now, raise Perception from 2 to 3. The cheapest available cost is the actual perception skills, there are no lower level costs that can be raised instead. So it should cost 6 points. Chummer counts 4 instead.
Now raise Perception from 3 to 4. The cheapest available cost is again perception (or First Aid, I guess) for 8, but Chummer deducts 2.

From some more fiddling, I *think* it gets confused by the skill group. Without a skill group selected, it counts the correct cost. If the skill group were a skill, it'd be correct - for the first point, it'd raise influence from 1 to 2. For the second, it'd raise it from 0 to 1. But of course, it's not allowed to do that, because it's a skill group.


I hope that helps with finding the bug and eliminating it. If I'm misunderstanding something, please do enlighten me, but I can see no scenario in which this karma cost is correct.

A detailed overview on what karma is spend on during character creation, like was discussed earlier, would be excellent for this.
I get what Adam was saying, you see how you have a set number of skill points and at first you allocated them to points, lets say you put 1 point into "unarmed combat" and 5 into "blades", and are now out of skill points. And want to increase blades to 6, it actually would only cost 2 karma instead of the normal 12, because chummer "optimises" your character numbers so that your 6 skill points now go into "blades" and the one point in "unarmed combat" will now be bought with the karma (hence only spending 2 karma)..... So it optimises your spending... So cool never knew it did that :o
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Top Dog on <07-16-14/1334:09>
I get what Adam was saying, you see how you have a set number of skill points and at first you allocated them to points, lets say you put 1 point into "unarmed combat" and 5 into "blades", and are now out of skill points. And want to increase blades to 6, it actually would only cost 2 karma instead of the normal 12, because chummer "optimises" your character numbers so that your 6 skill points now go into "blades" and the one point in "unarmed combat" will now be bought with the karma (hence only spending 2 karma)..... So it optimises your spending... So cool never knew it did that :o
Yes, I get it too, but it's not working correctly. In your example, yes, it's good that it buys the Unarmed skill instead. But it doesn't always calculate it correctly.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-16-14/1336:38>
I get what you're trying to do, and it's certainly a good idea, but your current implementation is bugged, is what we're saying. Unless I'm really confused about how it works...

Ok... that's a very different issue and thank you for bringing it to my attention.  Yes, it's entirely the unbroken skill group that is causing the problem.  I went looking through my code and realized that I broke the calculation when I was adjusting it to handle broken skill groups during character creation.

Three additional notes... First, if you break the skill group you'll see it works correctly, it's just when it's unbroken that it is incorrectly looking at those skills as a source for free points.

Second, breaking the skill group currently allows you to lower one of the skills from the broken skill group.  This seriously messes with the calculation, I'm intending to disallow lowering a skill from a broken skill group.

And third, it's on my to-do list to allow unbreaking a skill group.  That's legal per the rules, it's just Chummer that currently can't handle it.  Unfortunately this is a moderately difficult task so it'll take me a little time to do and is coming after a few other items higher up on the priority list.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: FasterN8 on <07-16-14/1339:51>
I replicated the issue as well.  The problem is indeed with the skill group at 2.  If you don't have that skill group (or if you have the group at 3 or higher) the karma for increasing Perception is correct. 

The program is apparently allowing the optimization arbitrage to occur with skills that are part of groups.  Obviously, that should not be allowed.

(Slipped by Adam)
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Top Dog on <07-16-14/1348:25>
Ok... that's a very different issue and thank you for bringing it to my attention.  Yes, it's entirely the unbroken skill group that is causing the problem.  I went looking through my code and realized that I broke the calculation when I was adjusting it to handle broken skill groups during character creation.

Three additional notes... First, if you break the skill group you'll see it works correctly, it's just when it's unbroken that it is incorrectly looking at those skills as a source for free points.
Yup, that's a good workaround until it gets fixed. Anyway, happy to help. I can see how that'd get complicated and a bug might slip in.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: SmilinIrish on <07-16-14/1355:58>
Adam,

Great, great job on Chummer5!  I don't program, but I can only imagine how much work this is.  I learned 4th before I started playing, and Chummer made a complicated chargen possible.  Was seriously sad that it couldn't be updated.  Seriously excited that you have.  Wish there was a way to reward you for the work.

I have a possible bug.  When I play pnp, I add a folding stock to my machine pistols.  I can't seem to do it in chummer5. 

Also, after adding smartgun to the gun, and having purchased trodes and contacts with smartling, the bonus isn't showing up on my weapon stats. 

After choosing dragonslayer as my mentor spirit, it did not add the points to my chosen skill, and I couldn't find a way to choose my two adept powers for free.

Thanks again for all the blood sweat and tears

Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-16-14/1357:15>
Ok... that's a very different issue and thank you for bringing it to my attention.  Yes, it's entirely the unbroken skill group that is causing the problem.  I went looking through my code and realized that I broke the calculation when I was adjusting it to handle broken skill groups during character creation.

Three additional notes... First, if you break the skill group you'll see it works correctly, it's just when it's unbroken that it is incorrectly looking at those skills as a source for free points.
Yup, that's a good workaround until it gets fixed. Anyway, happy to help. I can see how that'd get complicated and a bug might slip in.

Very sorry I was missing the point you guys were trying to make.  I've had a number of folks get confused about why raising their skill from 4 to 5 didn't cost 10 karma and thought it was that issue again.

I can try for some sort of "karma log" but I'm going to have to see how I can go about it.  Because it recalculates your karma pretty much any time you do anything in Creation mode, that log would have to be rebuilt each time and the code to build that log would have to thread through everything that does karma cost calculations. Not impossible, just not easy.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Top Dog on <07-16-14/1409:22>
Very sorry I was missing the point you guys were trying to make.  I've had a number of folks get confused about why raising their skill from 4 to 5 didn't cost 10 karma and thought it was that issue again.

I can try for some sort of "karma log" but I'm going to have to see how I can go about it.  Because it recalculates your karma pretty much any time you do anything in Creation mode, that log would have to be rebuilt each time and the code to build that log would have to thread through everything that does karma cost calculations. Not impossible, just not easy.
No worries, I read those earlier posts too and assumed it was that problem myself as well. That's why I did the detailed analysis later, to rule any confusion out. I just couldn't earlier because work.

The karma log wouldn't have to be kept up-to-date all the time, I think, and I don't think it has to be very detailed either. Presumably Chummer has values on what it spend karma on spent somewhere, and it could format that only when requesting that specific info, and that'd be enough. Though I know that me saying that here is a bit unfair, since actually implementing it is going to be a whole lot tougher.

Anyhow, again, great work on Chummer. Bugs are inevitable in a project like this, but they're fixed extremely quick, so no complaints here.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-16-14/1410:15>
Adam,

Great, great job on Chummer5!  I don't program, but I can only imagine how much work this is.  I learned 4th before I started playing, and Chummer made a complicated chargen possible.  Was seriously sad that it couldn't be updated.  Seriously excited that you have.  Wish there was a way to reward you for the work.

I have a possible bug.  When I play pnp, I add a folding stock to my machine pistols.  I can't seem to do it in chummer5. 

Also, after adding smartgun to the gun, and having purchased trodes and contacts with smartling, the bonus isn't showing up on my weapon stats. 

After choosing dragonslayer as my mentor spirit, it did not add the points to my chosen skill, and I couldn't find a way to choose my two adept powers for free.

Thanks again for all the blood sweat and tears

Thank you! I'm glad you're enjoying Chummer.  I'll take each of those in turn...

Machine Pistols (per page 427 of the core book) only have top and barrel mounts for accessories.  And stocks (including the Folding variety) take up the Stock slot per page 50 of Run and Gun.  As Machine Pistols don't have a stock mount, Chummer's not letting you add it to your Machine Pistol.  Now we get to a grey area... should it allow it? Logically yeah... but Chummer tries to enforce RAW as much as I can without going crazy.  Probably the best course would be to add either an optional or house rule that would allow you to add stocks mounts to firearms and crossbows... not so sure about Holdouts and Tasers... and even Light & Heavy Pistols could be questionable.

Smartguns only intrinsically provide a bonus to accuracy. The bonus to dice pool is part of your wireless bonus for the smartgun and as its conditional (is your wireless access on) it isn't automatically included in your dice pool.  I've been looking at adding on some additional features to track wireless bonuses and show them on your character sheet so you can manage which pieces are broadcasting at any given time.

There was a bug with the Dragonslayer Mentor Spirit not adding to the chosen skill that was fixed in 5.125. And I just tried it on my local debug build and it was able to add both the skill bonus and the free powers.  Which build are you on?
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-16-14/1416:14>
The karma log wouldn't have to be kept up-to-date all the time, I think, and I don't think it has to be very detailed either. Presumably Chummer has values on what it spend karma on spent somewhere, and it could format that only when requesting that specific info, and that'd be enough. Though I know that me saying that here is a bit unfair, since actually implementing it is going to be a whole lot tougher.

Sort of... it really only tracks what you have and then as needed calls a function that figures out the karma cost based on that.  That function just figures a running total.  It's the piece that I'd have to modify to track not just the running total but every time it adjusts the karma value it would have to add to a karma log collection so the info would be available to show on the log.

And having a karma spent log in Creation mode brings up the question whether that log should feed into the karma log that does currently exist in Career mode, especially as leftover karma from Creation mode feeds into Career mode.  And if so, that makes things very much harder as the mechanism that is in use in Career mode to track karma gains and expenditures really doesn't lend itself to being dynamically recreated frequently.

Basically, it's doable but it is a not insignificant number of hours we're talking here and time I'm working on this means time I'm not adding other things... it's all a balance.  But I totally understand why it's wanted... seeing at a glance where your karma is being spent during character creation makes it a lot easier to decide what things you should probably change because they're too expensive or because you need karma to spend elsewhere.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Gasp on <07-16-14/2104:39>
I spotted a couple of issues.

Its impossible to ad a respirator to an armor. It just doesnt show on the list (I checked all the categories).
If you add a cyberweapon in the weapon list, and not on the cyber list, its impossible to remove it, since it asks you to delete it from the cyber list, where its not present? Its not a big deal since they cost nothing and you can just ignore it, but its a bit annoying.
When adding YNT Softwave to an armor with an odd number capacity value, Chummer wont round off the added capacity value and will bug.

And many, many thanks for your work, its awsome and really helpfull.


Title: Re: Chummer for 5th Edition - public BETA available
Post by: Reiper on <07-17-14/0256:44>
Anyone know if career mode is available yet on Chummer 5?

I'm looking for it but not seeing it currently (although I do overlook the obvious sometimes)
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Ariketh on <07-17-14/0301:57>
I guess this is a feature request.

First, background: In SR4's Chummer, it automatically locked you out of taking more than 35 points in neg qualities. Take 2x 20pt negative qualities and it throws an error dialog. In the House Rules tab of the options, there was an option to exceed the cap and avoid the error. If you selected that option, it enabled a second option to limit the points.

Currently, in Chummer 5, you can take negative qualities over your cap. (25 standard, 35 for prime runner). It will give you that extra karma to spend. The options from the previous version would be nice to have. It's not a high priority, obviously, as Chummer 5 has that handy negative qualities calculator. Anyone paying attention during character creation should catch it.

-Ariketh
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Ariketh on <07-17-14/0305:41>
Anyone know if career mode is available yet on Chummer 5?

I'm looking for it but not seeing it currently (although I do overlook the obvious sometimes)

Yes. Go to the last tab, Character Info. There's a checkbox that says "Mark character as Created." Check it, save the character. It will boot you over to career mode. You may need to close the character and reopen it.

My recommendation, though you probably already know, there's an option that saves a backup copy before kicking to career mode. I don't know how many times I thought I was done, finished the character, and noted one flaw that required me to recreate it.

-Ariketh
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Reiper on <07-17-14/1512:22>
Anyone know if career mode is available yet on Chummer 5?

I'm looking for it but not seeing it currently (although I do overlook the obvious sometimes)

Yes. Go to the last tab, Character Info. There's a checkbox that says "Mark character as Created." Check it, save the character. It will boot you over to career mode. You may need to close the character and reopen it.

My recommendation, though you probably already know, there's an option that saves a backup copy before kicking to career mode. I don't know how many times I thought I was done, finished the character, and noted one flaw that required me to recreate it.

-Ariketh

Yeah I always save backups, I did that way too many times.

And thakns for that.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: celondon on <07-17-14/1635:18>
Adam:

The way Hero Labs handles Wireless is via a toggle: If it is on, all Wireless Bonuses are applied. If it is off, all Wireless Bonuses are disabled. There is a small button at the top of the UI that let's you toggle on/off easily. Something along those lines ought to be doable in Chummer.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Razhul on <07-17-14/1731:40>
@Adam: I don't think I can add several specializations. It asks me to overwrite the previous one.

Also, post char creation marking, I can't increase NEWLY ADDED knowledge skills past 6, despite having the Karma and being able to push the pre-char creation marker knowledge skills above 6.

RE: Sensor array comes up at 8/[6] capacity and does not allow me to add sensor functions that I would like in that array. Book says I'm allowed 8.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-17-14/1816:21>
@Adam: I don't think I can add several specializations. It asks me to overwrite the previous one.

Also, post char creation marking, I can't increase NEWLY ADDED knowledge skills past 6, despite having the Karma and being able to push the pre-char creation marker knowledge skills above 6.

RE: Sensor array comes up at 8/[6] capacity and does not allow me to add sensor functions that I would like in that array. Book says I'm allowed 8.

Regarding having multiple specializations per skill post character creation.  This is a known issue and was mentioned in my very first post announcing Chummer5.

I'll check on the Sensor Array and see what I need to fix.

Adam:

The way Hero Labs handles Wireless is via a toggle: If it is on, all Wireless Bonuses are applied. If it is off, all Wireless Bonuses are disabled. There is a small button at the top of the UI that let's you toggle on/off easily. Something along those lines ought to be doable in Chummer.

Wireless Bonuses are on the to-do list and it's a long list unfortunately.

I guess this is a feature request.

First, background: In SR4's Chummer, it automatically locked you out of taking more than 35 points in neg qualities. Take 2x 20pt negative qualities and it throws an error dialog. In the House Rules tab of the options, there was an option to exceed the cap and avoid the error. If you selected that option, it enabled a second option to limit the points.

Currently, in Chummer 5, you can take negative qualities over your cap. (25 standard, 35 for prime runner). It will give you that extra karma to spend. The options from the previous version would be nice to have. It's not a high priority, obviously, as Chummer 5 has that handy negative qualities calculator. Anyone paying attention during character creation should catch it.

-Ariketh

I'll think about it.  I had made the decision to allow you to exceed the limit given that it will tell you that it must be fixed when validating the character and because it shows the current balance.

I spotted a couple of issues.

Its impossible to ad a respirator to an armor. It just doesnt show on the list (I checked all the categories).
If you add a cyberweapon in the weapon list, and not on the cyber list, its impossible to remove it, since it asks you to delete it from the cyber list, where its not present? Its not a big deal since they cost nothing and you can just ignore it, but its a bit annoying.
When adding YNT Softwave to an armor with an odd number capacity value, Chummer wont round off the added capacity value and will bug.

And many, many thanks for your work, its awsome and really helpfull.

Three good catches... I'll add them to the list of bugs and will get them fixed as quickly as I can.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Razhul on <07-17-14/1849:14>
@Adam: I don't think I can add several specializations. It asks me to overwrite the previous one.

Also, post char creation marking, I can't increase NEWLY ADDED knowledge skills past 6, despite having the Karma and being able to push the pre-char creation marker knowledge skills above 6.

RE: Sensor array comes up at 8/[6] capacity and does not allow me to add sensor functions that I would like in that array. Book says I'm allowed 8.

Regarding having multiple specializations per skill post character creation.  This is a known issue and was mentioned in my very first post announcing Chummer5.

I'll check on the Sensor Array and see what I need to fix.

Cool! Any clue what caused the knowledge skills to cap and the green + button to be greyed out at level 6?
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Gasp on <07-17-14/1913:43>
Quick ones :.

The positive quality The Beast's way should cost 20 karma (and thats what Chummer says), but when you pick it, it costs only 15.
The weapon upgrade Personalized Grip doenst have a cost. Ok, there is no cost for it in Sail Away, but it looks like the consensus on the forums is 100¥ or depending on the DM. It could be nice to have the possibility to set the price yourself.
The headware version of cyberdecks and comlinks doesnt display the rating of the gear, neither in the cyber tab, nor in the gear tab. Its not a big deal, but i think its worth reporting.

Title: Re: Chummer for 5th Edition - public BETA available
Post by: Ariketh on <07-18-14/0342:29>
Quick ones :.

The positive quality The Beast's way should cost 20 karma (and thats what Chummer says), but when you pick it, it costs only 15.
The weapon upgrade Personalized Grip doenst have a cost. Ok, there is no cost for it in Sail Away, but it looks like the consensus on the forums is 100¥ or depending on the DM. It could be nice to have the possibility to set the price yourself.
The headware version of cyberdecks and comlinks doesnt display the rating of the gear, neither in the cyber tab, nor in the gear tab. Its not a big deal, but i think its worth reporting.

If you have the wrong cost for Beast's Way (or any Way), you are using the wrong version. Update to the latest (5.125). You may need to redownload it or run the updater. The Way costs were fixed in build 5.116. If you're at the up to date version, and are checking an existing character, you may need to delete the quality and readd it.

-Ariketh
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Sternenwind on <07-18-14/0628:43>
I am not sure if someone allready wrote it or if it is fixed ...
but the activation costs from new skills are not doubled.

It is just level*modifier.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Gasp on <07-18-14/0721:17>


If you have the wrong cost for Beast's Way (or any Way), you are using the wrong version. Update to the latest (5.125). You may need to redownload it or run the updater. The Way costs were fixed in build 5.116. If you're at the up to date version, and are checking an existing character, you may need to delete the quality and readd it.

-Ariketh

I'm up to date, its the first thing i checked, and deleting and readding doesnt change anything. I checked all the other ways, but it seems only the Beast Way is affected.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Ariketh on <07-18-14/0911:25>


If you have the wrong cost for Beast's Way (or any Way), you are using the wrong version. Update to the latest (5.125). You may need to redownload it or run the updater. The Way costs were fixed in build 5.116. If you're at the up to date version, and are checking an existing character, you may need to delete the quality and readd it.

-Ariketh

I'm up to date, its the first thing i checked, and deleting and readding doesnt change anything. I checked all the other ways, but it seems only the Beast Way is affected.

Bizarre. Mine isn't doing that. Adam will have to address it, I guess. :(

-Ariketh
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Gasp on <07-18-14/1108:19>
After double check, i fond the issue (i suppose). It works fine when you just take the beats way, but if you pick a mentor spirit, it costs only 15 + the 5 of the mentor. Now, i'm not too sure but :

Quote
As such, they recieve all the bonuses and drawbacks associated with their personal totem.

Does it mean you get to pick a free mentor spirit when you pick the beast way ? That would explain my problem.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Top Dog on <07-18-14/1209:00>
After double check, i fond the issue (i suppose). It works fine when you just take the beats way, but if you pick a mentor spirit, it costs only 15 + the 5 of the mentor. Now, i'm not too sure but :

Quote
As such, they recieve all the bonuses and drawbacks associated with their personal totem.

Does it mean you get to pick a free mentor spirit when you pick the beast way ? That would explain my problem.

That's in the changelog for 5.116 (post 127 in this thread):
Quote
Reverted The Beast's Way and The Spiritual Way back to costing 20 karma AND added code so that if you have either of these qualities, you will not be charged to add a Mentor
So it's intended that you get a free mentor spirit, as far as Chummer is concerned anyway. I'm not entirely sure if they're supposed to be free myself, but that's a discussion for another topic, I guess.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Teddy on <07-18-14/1222:55>
Great job! The best out of all character editors I have seen for SR5 so far.

I am thinking about making a database for characters. Please let me know your opinion in this thread http://forums.shadowruntabletop.com/index.php?topic=17430.0
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Razhul on <07-18-14/1447:58>
Bugs from Character Viewer (press Print button):
1) Cybertechnology does not show in skill list using Character Sheet: Shadowrun 5 or the two grouping options
2) Commlink box under Implants and above Lifestyle shows Deck as Commlink and my implanted Headware commlink with Sleaze 7 instead of Firewall
Title: Re: Chummer for 5th Edition - public BETA available
Post by: JTCMidas on <07-18-14/2151:51>
Might have already been said on previous pages... but the Adept Power: Voice Control cannot have its rating changed.  Should be a multi level power but it apparently is not?
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-18-14/2226:24>
Still plugging away at updating Chummer (in particular I've just about finished a complete overhaul of the Initiation tab to work as described in Street Grimoire.  More besides that coming in the build I'm planning to release on Sunday.

Might have already been said on previous pages... but the Adept Power: Voice Control cannot have its rating changed.  Should be a multi level power but it apparently is not?

Good catch, I'll update it accordingly.

Bugs from Character Viewer (press Print button):
1) Cybertechnology does not show in skill list using Character Sheet: Shadowrun 5 or the two grouping options
2) Commlink box under Implants and above Lifestyle shows Deck as Commlink and my implanted Headware commlink with Sleaze 7 instead of Firewall

#1 - It's showing on my local build as long as I have points in it (Cybertechnology doesn't default and the sheets don't show non-defaulting skills if you don't have points in them).  I'll take a look at the last release build just in case.
#2 - I'll see if  I can come up with another title.  It's showing Commlinks, Cyberdecks and RCC's in that section so perhaps another header would work better.  I haven't found a commlink with sleaze but I'll keep looking.

Great job! The best out of all character editors I have seen for SR5 so far.

I am thinking about making a database for characters. Please let me know your opinion in this thread http://forums.shadowruntabletop.com/index.php?topic=17430.0

Glad you're liking it!  Nebular wrote something like that into Chummer called Omae.  I've tried not to break anything in it but haven't done any real testing with it to make sure it's still working.  You can find it in the Tools menu.

So it's intended that you get a free mentor spirit, as far as Chummer is concerned anyway. I'm not entirely sure if they're supposed to be free myself, but that's a discussion for another topic, I guess.

Yeah, I was going off of this statement on page 176 of SG:
"Adepts who follow this path are under the guidance of an animal mentor spirit, which they refer to as their totem, similar to some shamans. Through the emulation of their totem, these adepts seek to improve themselves, and like followers of the Spiritual Way, they’re considered to be more spiritual than the average adept. As such, they receive all the bonuses and drawbacks associated with their personal totem."

That first sentence pretty well comes out and says they have a mentor spirit (of an animal type which Chummer doesn't currently enforce). The last line makes clear that they get all the bonuses and drawbacks of their mentor spirit.  So that was how I coded Chummer. If I got it wrong though, I'll be glad to change it.

I am not sure if someone allready wrote it or if it is fixed ...
but the activation costs from new skills are not doubled.
It is just level*modifier.

I keep trying to parse this one and I'm sorry, I'm just not understanding. Could you elaborate a bit more?

Quick ones :.

The positive quality The Beast's way should cost 20 karma (and thats what Chummer says), but when you pick it, it costs only 15.
The weapon upgrade Personalized Grip doenst have a cost. Ok, there is no cost for it in Sail Away, but it looks like the consensus on the forums is 100¥ or depending on the DM. It could be nice to have the possibility to set the price yourself.
The headware version of cyberdecks and comlinks doesnt display the rating of the gear, neither in the cyber tab, nor in the gear tab. Its not a big deal, but i think its worth reporting.

I'll take a look at providing some sort of editable option for the cost of Personalized Grip and I'll take another look at headware Cyberdecks and Commlinks to have them show their info on the UI.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Ariketh on <07-20-14/0559:34>
While trying to do a custom file for mentors that haven't been converted to SR5 yet, I found a couple errors in the mentors.xml.

Firebringer: Has extra <name>Improved Ability (skill)</name> line

Seducer:
Improved Ability adept selection should be limited to one skill in the Acting or Influence groups. Right now it's pulling up all the skills when selected.
Replacing <selectskill includecategory="Influence"> with <selectskill limittoskill="Con,Impersonation,Performance,Etiquette,Leadership,Negotiation"> Fixed the situation in my test.

-Ariketh
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-20-14/0737:34>
While trying to do a custom file for mentors that haven't been converted to SR5 yet, I found a couple errors in the mentors.xml.

Firebringer: Has extra <name>Improved Ability (skill)</name> line

Seducer:
Improved Ability adept selection should be limited to one skill in the Acting or Influence groups. Right now it's pulling up all the skills when selected.
Replacing <selectskill includecategory="Influence"> with <selectskill limittoskill="Con,Impersonation,Performance,Etiquette,Leadership,Negotiation"> Fixed the situation in my test.

-Ariketh

On the Seducer bug, I've known about that issue for a while but didn't know that you could specify multiple skills in the limittoskill attribute.  Awesome fix and it'll be in the next build. Thank you for showing me something new!

As for Firebringer... That's a 4th edition mentor spirit and not in my mentors.xml.  :-\
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-20-14/0755:13>
Bugs from Character Viewer (press Print button):
1) Cybertechnology does not show in skill list using Character Sheet: Shadowrun 5 or the two grouping options
2) Commlink box under Implants and above Lifestyle shows Deck as Commlink and my implanted Headware commlink with Sleaze 7 instead of Firewall

Got it... I can reproduce #2 now. I'll get that fixed ASAP.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-20-14/0815:22>
@Adam: I don't think I can add several specializations. It asks me to overwrite the previous one.

Also, post char creation marking, I can't increase NEWLY ADDED knowledge skills past 6, despite having the Karma and being able to push the pre-char creation marker knowledge skills above 6.

RE: Sensor array comes up at 8/[6] capacity and does not allow me to add sensor functions that I would like in that array. Book says I'm allowed 8.

Regarding having multiple specializations per skill post character creation.  This is a known issue and was mentioned in my very first post announcing Chummer5.

I'll check on the Sensor Array and see what I need to fix.

Cool! Any clue what caused the knowledge skills to cap and the green + button to be greyed out at level 6?

I'm trying and failing to reproduce the issue with the Sensor Array you're describing.  The capacity shows as 8/[6] because it can hold 8 sensor functions and per the table on page 446 it uses 6 capacity in when placed in something else like a helmet.  Now I am seeing a couple situations where it isn't correctly applying its capacity and is instead allowing you to add more than 8 sensor functions and I'm adding that to the list but I can't seem to find a situation where it is limiting you to less than 8.

Good catch on the Knowledge Skill cap in Career mode.  I'll get that one fixed quickly.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: fyrebug72 on <07-20-14/0920:53>
Awesome work so far!! The only thin I have come across is that when i go into tools ad try to untick sourcebooks, when i click ok it gives me an error.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-20-14/0930:15>
Awesome work so far!! The only thin I have come across is that when i go into tools ad try to untick sourcebooks, when i click ok it gives me an error.

Make sure you have a default character sheet selected.  That's usually the cause of this error.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Ariketh on <07-20-14/0947:13>
On the Seducer bug, I've known about that issue for a while but didn't know that you could specify multiple skills in the limittoskill attribute.  Awesome fix and it'll be in the next build. Thank you for showing me something new!

As for Firebringer... That's a 4th edition mentor spirit and not in my mentors.xml.  :-\

He should be: SR5, page 322. And literally everything else is right for the entry, including the adept stuff that didn't appear in SR4. (Which I did not add.)

Oh, I know what it might be. Did you search for "Firebringer" when you checked? Because in the file he's listed as "Fire-Bringer". That's completely my fault for the inaccurate bug report. For location, he's between Eagle and Mountain in the file.

And glad I could help re: Seducer. I was looking for a similar solution for another entry for my custom list. I ended up going to the Chummer wiki and one of the attributes listed was limittoskill.

-Ariketh
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-20-14/1243:40>
I've finally got the Initiation tab done (and a list of bugs to go with it).  I think I've resolved everything with the Street Grimoire initiation but if you find something I missed, please let me know.

Build 5.126 (beta)
- Completely replaced the Initiation tab. It now should correctly handle Initiation (with discounts), Arts, Enchantments, Enhancements, Metamagics, and Rituals. Add an Initiation grade and then right click on the grade to add Arts, Enchantments, Enhancements, Metamagics, and Rituals.  In case you're not using Street Grimoire or choose not to use the Arts system, there is a new item on the House Rules tab of the Options dialog that you can use to ignore the Art requirements for metamagics and the like.
- Fixing the above item led to two powers referenced in Street Grimoire that haven't previously been published.  These have only been provided via a forum post by one of the designers.  So that post is now a source (SFP1) that can be enabled in order to provide those powers (Keratin Control and Living Focus).
- Updated all "Source" labels on all dialogs to open the linked PDF to that page if you have linked the book to the PDF in the Options dialog.  Also linked the names of skills and powers as they don't show a "Source" label in their listings.  And finally, the above mentioned forum post will open in your default browser if a Source pointing to it is clicked.
- Added the Small Unit Tactics Knowledge Skill from Run and Gun.
- Fixed a bug allowing the Seducer's Adept ability to allow any skill. It now restricts to the correct list. Thank you Ariketh for the solution!
- Fixed the Voice Control Adept power to allow for multiple levels.
- Fixed a bug that would cause a crash when using YNT Softweave on an armor with an odd armor value.
- Added a variable price to Personalized Grip to reflect that it probably should cost something.
- Removed cyber-weapons from the Select a Weapon dialog. These can only be purchased now on the Select Cyberware dialog.
- Fixed a bug preventing the Respirator from being available to add to armor.
- Fixed a bug causing newly added Knowledge Skills to cap at 6 in career mode.
- Fixed a bug that would cause the tooltip on the button to increase your skill level to show the wrong value when in career mode and at rating 6.
- Fixed a bug that prevented adding Sensor Arrays (and quite a few other things) to vehicles while in Career mode.
- Adjusted the Select Weapon and Select Armor dialogs so that they'll have better performance.
- Fixed the price of the Monofilament Chainsaw.
- Fixed a multitude of bugs with the Complex Forms and Sprites tab in Career mode for Technomancers.
- Fixed a bug that was causing the wrong cost to be calculated for binding Counterspelling, Ritual Spellcasting, Spellcasting, or Sustaining Foci in Career mode.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-20-14/1246:42>
He should be: SR5, page 322. And literally everything else is right for the entry, including the adept stuff that didn't appear in SR4. (Which I did not add.)

Oh, I know what it might be. Did you search for "Firebringer" when you checked? Because in the file he's listed as "Fire-Bringer". That's completely my fault for the inaccurate bug report. For location, he's between Eagle and Mountain in the file.

D'oh!  Completely my error (I'll blame it on it being Sunday morning ::))  I'll get the Fire-Bringer fixed in the next build which should be coming hot on the heels of 5.126.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Chaozmager on <07-20-14/1309:45>
I've finally got the Initiation tab done (and a list of bugs to go with it).  I think I've resolved everything with the Street Grimoire initiation but if you find something I missed, please let me know.

Build 5.126 (beta)...

- Fixing the above item led to two powers referenced in Street Grimoire that haven't previously been published.  These have only been provided via a forum post by one of the designers.  So that post is now a source (SFP1) that can be enabled in order to provide those powers (Keratin Control and Living Focus)....

Was wondering if you had a link to the forum thread where they put this?
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Ariketh on <07-20-14/1315:46>
I've finally got the Initiation tab done (and a list of bugs to go with it).  I think I've resolved everything with the Street Grimoire initiation but if you find something I missed, please let me know.

Build 5.126 (beta)...

- Fixing the above item led to two powers referenced in Street Grimoire that haven't previously been published.  These have only been provided via a forum post by one of the designers.  So that post is now a source (SFP1) that can be enabled in order to provide those powers (Keratin Control and Living Focus)....

Was wondering if you had a link to the forum thread where they put this?

Search "Keratin Control", and it was the third link (http://forums.shadowruntabletop.com/index.php?topic=17175.msg303991#msg303991) down for me. <- Link in text.

-Ariketh
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-20-14/1332:00>
Here's the link I have for those two items (and what's used by Chummer):
http://forums.shadowruntabletop.com/index.php?topic=17175.msg303991#msg303991
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Chaozmager on <07-20-14/1335:45>
Thank you guys :D/
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-20-14/1356:35>
One other very important thing... this most recent build (5.126) also has updates to the French translation files courtesy of Jeremy.  A very big thank you for all your work!
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Ariketh on <07-20-14/1442:18>
Another mentor error. (I know you're shocked.)

For the Mentor Spirit Wolf, when selecting Attribute Boost (Agi) for the Adept option will bring up the dialog to select an attribute.

But changing:
<specificattribute>
   <name>AGI</name>
</specificattribute>

to:
<selectattribute>
   <attribute>AGI</attribute>
</selectattribute>

Forces Agility as the selection, with no additional dialog.

Not a bug, just a comment:
Oddly, for one of my customs, I can't get two of the Attribute Boost to work with a single selection. It adds both points to the first instance of the power rather than 1 each. :/ When I change the second power, it works fine. /shakestinyfistofrage. I'll just make it get 2 of one or the other, no split for them.

-Ariketh
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-20-14/1618:00>
For the Mentor Spirit Wolf, when selecting Attribute Boost (Agi) for the Adept option will bring up the dialog to select an attribute.

Thank you! I'll put that in for the next build.

Not a bug, just a comment:
Oddly, for one of my customs, I can't get two of the Attribute Boost to work with a single selection. It adds both points to the first instance of the power rather than 1 each. :/ When I change the second power, it works fine. /shakestinyfistofrage. I'll just make it get 2 of one or the other, no split for them.

If you'd like me to take a look and see if perhaps there's a code change I can make to support it, send your file over to me and I'll see what I can do.
Title: I got one!
Post by: Ursus Maior on <07-20-14/1627:38>
I just finished re-creating my character with Chummer 5 and noticed that his Social Limit is 7 when generated with C5 instead of 10 as I calculated manually.

It seems Chummer 5 calculates the Social Limit by rounding my Essence value of 3.05 down. SR5 page 100 however states: "For Social limits, round up Essence to the nearest whole number prior to calculating the cost."

This makes the calculation value of the character to be "4" instead of "3".
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Lusis on <07-20-14/1855:59>
Is there any way to print without it cutting sections through the middle with page breaks
ETA: Doh! Nevermind.

ETA2: still having issues. The PDF converter I'm using doesn't seem to recognize Chummer's page breaks.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Sevrin on <07-20-14/2027:58>
I can not express my thanks enough, Adam.  Thank you so much for putting the time and effort into reviving Chummer. 

- Sevrin
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Razhul on <07-20-14/2035:25>
@Adam: I don't think I can add several specializations. It asks me to overwrite the previous one.

Also, post char creation marking, I can't increase NEWLY ADDED knowledge skills past 6, despite having the Karma and being able to push the pre-char creation marker knowledge skills above 6.

RE: Sensor array comes up at 8/[6] capacity and does not allow me to add sensor functions that I would like in that array. Book says I'm allowed 8.

Regarding having multiple specializations per skill post character creation.  This is a known issue and was mentioned in my very first post announcing Chummer5.

I'll check on the Sensor Array and see what I need to fix.

Cool! Any clue what caused the knowledge skills to cap and the green + button to be greyed out at level 6?

I'm trying and failing to reproduce the issue with the Sensor Array you're describing.  The capacity shows as 8/[6] because it can hold 8 sensor functions and per the table on page 446 it uses 6 capacity in when placed in something else like a helmet.  Now I am seeing a couple situations where it isn't correctly applying its capacity and is instead allowing you to add more than 8 sensor functions and I'm adding that to the list but I can't seem to find a situation where it is limiting you to less than 8.

Good catch on the Knowledge Skill cap in Career mode.  I'll get that one fixed quickly.

Am I maybe misunderstanding Chummer functionality? I was assuming that I add a Sensor array (to my Sleeping Tiger suit) and then add up to 8 sensor functions manually (like Atmospheric, for example). Will it let me do that or should I do that on paper after printing?
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-20-14/2042:48>
Am I maybe misunderstanding Chummer functionality? I was assuming that I add a Sensor array (to my Sleeping Tiger suit) and then add up to 8 sensor functions manually (like Atmospheric, for example). Will it let me do that or should I do that on paper after printing?

It should be letting you do that now.  I just tested it on the latest build, adding Vashon Island: Sleeping Tiger armor, then adding a Rating 8 Sensor Array as gear to the armor, then adding a series of Sensor Functions (Atmosphere Sensor among them) as gear to the Sensor Array.  There is a bug where it isn't showing or calculating the capacity used on the Sensor Array though... but this bug is letting you add too much, not restricting you from adding any or too few.  so you should be fine. Let me know if that doesn't work for you using build 5.126.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Razhul on <07-20-14/2110:30>
Am I maybe misunderstanding Chummer functionality? I was assuming that I add a Sensor array (to my Sleeping Tiger suit) and then add up to 8 sensor functions manually (like Atmospheric, for example). Will it let me do that or should I do that on paper after printing?

It should be letting you do that now.  I just tested it on the latest build, adding Vashon Island: Sleeping Tiger armor, then adding a Rating 8 Sensor Array as gear to the armor, then adding a series of Sensor Functions (Atmosphere Sensor among them) as gear to the Sensor Array.  There is a bug where it isn't showing or calculating the capacity used on the Sensor Array though... but this bug is letting you add too much, not restricting you from adding any or too few.  so you should be fine. Let me know if that doesn't work for you using build 5.126.

Interesting. It works on a new character but not on the one I built this Thu/Friday. Maybe I just have to rebuild it.

I attached my "broken" char so you can check it out. :)
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-21-14/1039:59>
Tiny update this morning to resolve a handful of bugs.

Build 5.127 (beta)
- Fixed a bug where it was not rounding Essence up when calculating your Social Limit.
- Fixed a bug which would prevent adding Sensor Functions to Sensors.
- Fixed a bug which would prevent any metamagics from being shown when selecting a new metamagic.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Ursus Maior on <07-21-14/1116:18>

Build 5.127 (beta)
- Fixed a bug where it was not rounding Essence up when calculating your Social Limit.

Do I have to re-do characters in carreer mode? I still have the wrong calculation after the updade.

Edit: Also my Street Cred seems off by +1. With a Total Karma of 106, the Street Cred should be "10" ("For every full 10 Karma that a character earns, they gain a point of Street Cred." SR5 p. 372). It is 11 though.

Similiar problems with Notoriety and Public Awareness: Character has an enemy (might be calculated as "powerful" per SR5 p. 372), but also First Impression as a quality. This shoudl give him -1 or +/-0 Notoriety. Chummer calculates "1".

Chummer also calculates the character as to have a Public Awareness of 4. Not sure why, though, since there are no rules for gaining awareness during character creation.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-21-14/1146:31>

Build 5.127 (beta)
- Fixed a bug where it was not rounding Essence up when calculating your Social Limit.

Do I have to re-do characters in carreer mode? I still have the wrong calculation after the updade.

Edit: Also my Street Cred seems off by +1. With a Total Karma of 106, the Street Cred should be "10" ("For every full 10 Karma that a character earns, they gain a point of Street Cred." SR5 p. 372). It is 11 though.

Similiar problems with Notoriety and Public Awareness: Character has an enemy (might be calculated as "powerful" per SR5 p. 372), but also First Impression as a quality. This shoudl give him -1 or +/-0 Notoriety. Chummer calculates "1".

Chummer also calculates the character as to have a Public Awareness of 4. Not sure why, though, since there are no rules for gaining awareness during character creation.

For the Social Limit calculation, it should be doing it on the fly so you shouldn't have to redo anything. If you could, please email me a copy of your character and what you're thinking the Social Limit should be.  srchummer5@gmail.com

I'll take a look at the calculated values for Notoriety, Public Awareness, and Street Cred... I'll be honest and say I haven't looked at those values much since taking on Chummer.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Ariketh on <07-21-14/1439:08>
For the Mentor Spirit Wolf, when selecting Attribute Boost (Agi) for the Adept option will bring up the dialog to select an attribute.

Thank you! I'll put that in for the next build.

Not a bug, just a comment:
Oddly, for one of my customs, I can't get two of the Attribute Boost to work with a single selection. It adds both points to the first instance of the power rather than 1 each. :/ When I change the second power, it works fine. /shakestinyfistofrage. I'll just make it get 2 of one or the other, no split for them.

If you'd like me to take a look and see if perhaps there's a code change I can make to support it, send your file over to me and I'll see what I can do.

There seems to be another problem with Attribute Boost and Enhanced Accuracy (skill). They apparently don't play together either. I wouldn't be surprised if the issue was Attribute Boost. Like the original issue, the options work fine individually. Together they cause a crash. I've attached my custom files to the post. The affected code is currently commented out for easy identification. (In theory. I've been using Notepad++ for my xml editing.) The affected mentors are Bull for the original issue and Horned Man for the new issue. I realize that Chummer is a bigger priority than my custom stuff. So I'm not in any hurry and appreciate any advice you can throw my way.

And now for actual Mentor bugs:
1. Dragonslayer's Adept Enhanced Accuracy (skill) option is pulling up all the skills instead of just the combat skills (the only ones that relate to accuracy). Changing <selectskill> to <selectskill skillcategory="Combat Active"> should fix it. It's what I used in my custom file to get the power to work on Horned Man.

2. I noticed the Mentor options for spirits don't show up on the Spells and Spirits tab like the other options. I checked the Chummer (http://www.chummergen.com/chummer/wiki/mentors-xml-sr5.ashx) wiki (http://www.chummergen.com/chummer/wiki/Improvement-System-sr5.ashx). (Two links to separate pages.) And the following code inserted between the <choice> </choice> flags fixes it, allowing the option to show:

   <bonus>
      <selecttext />
   </bonus>

But that brings up an unnecessary text entry dialogue. So it works, but has an unneeded dialogue. This was tested using Eagle, since they have only one Magician option and it happens to be spirits.

3. Chaos Adept Improved Potential (limit) option does not modify or display the limit modifier on the limit tab. You probably are already aware, with all the limit issues you've been mentioning.

4. All adept granted abilities remain when removing the mentor. The free cost is removed though, but the ability remains in the list. (Not sure if this is intended.)

5. Again speaking of Eagle, the Mentor grants the Allergy (pollution) negative quality. It also persists if you delete the Mentor.

Hope that helps.

-Ariketh
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-21-14/1456:49>
Ariketh, I'll take a look at all those this evening when I get home.

I can say that #4 is deliberate because there's a lot of weird scenarios I'm trying to avoid... Let's say you take the Mountain mentor spirit and get your free level of Mystic Armor.  Now you pay power points to add another level.  Later you decide that you'd rather have some other mentor spirit... do I remove one level (and now you may not notice you don't have two any longer), do I remove them both?  I decided that leaving the levels in place but taking away their free quality was the least bad of the options. None of the options available to me are good unfortunately...
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Ariketh on <07-21-14/1701:39>
Sounds good to me! :)

-Ariketh
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Koshnek on <07-21-14/2042:17>
What is Shadowrun Forum Post 1 under additional sourcebook options?
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-21-14/2100:17>
What is Shadowrun Forum Post 1 under additional sourcebook options?

From the 5.126 build notes:

Build 5.126 (beta)
- Completely replaced the Initiation tab. It now should correctly handle Initiation (with discounts), Arts, Enchantments, Enhancements, Metamagics, and Rituals. Add an Initiation grade and then right click on the grade to add Arts, Enchantments, Enhancements, Metamagics, and Rituals.  In case you're not using Street Grimoire or choose not to use the Arts system, there is a new item on the House Rules tab of the Options dialog that you can use to ignore the Art requirements for metamagics and the like.
- Fixing the above item led to two powers referenced in Street Grimoire that haven't previously been published.  These have only been provided via a forum post by one of the designers.  So that post is now a source (SFP1) that can be enabled in order to provide those powers (Keratin Control and Living Focus).
- Updated all "Source" labels on all dialogs to open the linked PDF to that page if you have linked the book to the PDF in the Options dialog.  Also linked the names of skills and powers as they don't show a "Source" label in their listings.  And finally, the above mentioned forum post will open in your default browser if a Source pointing to it is clicked.

By the way, I called it SFP1 because I'm planning for the eventual need for an SFP2.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Droopy on <07-22-14/1150:31>
Hi,

I just discovered thie tool and it is really great.
It saves me hours to create characters, test options and manage my players.
Thank you very much.

I just have one remark and one question.

First, when you have a Technomancer character in career mode, you can use Submersion and select en echo.
There is a small bug, because each echo can be taken only once in career mode.
But normally, you can take "Man over Machine" (3 times) and NeuroFilter (2 times) more than once.

Second, I know that the rules (RAI) forbid submersion/initiation at character generation.
But, for the purpose of creating NPC or for GM authorizing submersion/initiation at character generation, is it possible to propose a "House Rule Option" to do this ?

Thank you very much.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-22-14/1257:33>
I just discovered thie tool and it is really great.
It saves me hours to create characters, test options and manage my players.
Thank you very much.

I just have one remark and one question.

First, when you have a Technomancer character in career mode, you can use Submersion and select en echo.
There is a small bug, because each echo can be taken only once in career mode.
But normally, you can take "Man over Machine" (3 times) and NeuroFilter (2 times) more than once.

Second, I know that the rules (RAI) forbid submersion/initiation at character generation.
But, for the purpose of creating NPC or for GM authorizing submersion/initiation at character generation, is it possible to propose a "House Rule Option" to do this ?

Thank you very much.

First off, I'm glad that Chummer5's been useful to you and I'm very glad you're enjoying it.

Next up the two issues you brought up.  The first about being able to take certain (well most) echoes more than once... that'll be fixed in the next build. Sorry about that one.  The second issue about being able to initiate/submerge during character creation... yes, but not immediately.  It's in "the plan" but it's not a small piece of work.  It took me about 3 days to re-write the initiation/submersion code to fully update it to 5th edition and while it won't take that long to copy it all over to creation mode, it will take a good chunk of it.  Right now I'm catching up on bugs before I take on my next large task (and there's several in line for that next large task slot... I'm still figuring out what it'll be).
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Droopy on <07-22-14/1343:18>
Thank you for your answer.

No rush about that, I can be patient.
I appreciate the work done and this tool is already a HUGE asset for me and my players.

Have a good day
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-22-14/1640:40>
Lots of fixes for today's build.

Build 5.128 (beta)
- First and foremost, recent builds (including this one) have been getting updates to the French translation files courtesy of Lous_59. Thank you for your amazing work!
- Fixed a bug preventing loading bows or crossbows with ammunition in Career mode.
- Cleaned up the former Commlinks section on the Character Sheet.  It now is the Device section and each Commlink, RCC, or Cyberdeck shows itself as such.  Fixed a few problem items that were showing their stats incorrectly.
- Added device stat labels to cyberware, armor, weapon, gear, and vehicle tabs so that you can see the stats for selected commlinks, cyberdecks, or rigger command consoles.
- For newly created characters only, limit modifiers will now inlcude the condition under which they operate.  I'd make this retroactive but it would be a nightmare to code.
- Fixed the Quality Indomitable and the Adept Power Improved Potential to add directly to the calculated limits rather than add limit modifiers as these bonuses apply at all times.  This also resolved the issue with the Chaos Mentor Spirit where it was not applying the bonus from the granted Improved Potential power.
- Fixed a bug where in some cases carry-over karma from character creation would not be carried over.
- Will now automatically remove the Allergy when removing the Eagle Mentor Spirit.
- Fixed the Initiation/Submersion tab so that it will allow adding multiple instances of metamagics and echoes that allow it.
- Updated the Infusion of [Matrix Attribute] and Defusion of [Matrix Attribute] so that they will ask for you to enter the name of the attribute being adjusted.  For now it is a text entry, at some later date it may become a drop down.
- Fixed a bug that was breaking the karma calculation when increasing skills belonging to a broken skill group in creation mode.
- Updated the Select a Mentor Spirit dialog to not show choices you're not eligible for.  So Magician options won't show up for Adepts and Adept options won't show up for Magicians.  Mystic Adepts still see all options.

And one more... Ariketh, this build has a few hidden fixes in it that should now have your custom Mentor file working correctly.  Long story short there was a bug in how it was handling the specificpower tag that wasn't showing up with the stock mentors.  Let me know if you find anything else.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Vale on <07-22-14/1658:31>
Just a little something I noticed when making my Rigger. I was unable to add weapons to Heavy Weapon mounts on my Steel Lynx or Rover 2072. It kept giving me the prompt that weapons could only be added to weapon mounts.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-22-14/1810:02>
Just a little something I noticed when making my Rigger. I was unable to add weapons to Heavy Weapon mounts on my Steel Lynx or Rover 2072. It kept giving me the prompt that weapons could only be added to weapon mounts.

Got it. Thanks for reporting it and it'll be fixed in the next build (5.129)
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Gasp on <07-22-14/2040:52>
Small report : the Colt M23 assault riffle doesnt show any ap when it should have -2
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Triskavanski on <07-22-14/2231:01>
Recently found that the YMT Softweave doesn't work right. it causes the capacity to become a fugitive value (What it should be adding) and glitches the program to close.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Ariketh on <07-23-14/0423:46>
Lots of fixes for today's build.

Build 5.128 (beta)
- First and foremost, recent builds (including this one) have been getting updates to the French translation files courtesy of Lous_59. Thank you for your amazing work!
- Fixed a bug preventing loading bows or crossbows with ammunition in Career mode.
- Cleaned up the former Commlinks section on the Character Sheet.  It now is the Device section and each Commlink, RCC, or Cyberdeck shows itself as such.  Fixed a few problem items that were showing their stats incorrectly.
- Added device stat labels to cyberware, armor, weapon, gear, and vehicle tabs so that you can see the stats for selected commlinks, cyberdecks, or rigger command consoles.
- For newly created characters only, limit modifiers will now inlcude the condition under which they operate.  I'd make this retroactive but it would be a nightmare to code.
- Fixed the Quality Indomitable and the Adept Power Improved Potential to add directly to the calculated limits rather than add limit modifiers as these bonuses apply at all times.  This also resolved the issue with the Chaos Mentor Spirit where it was not applying the bonus from the granted Improved Potential power.
- Fixed a bug where in some cases carry-over karma from character creation would not be carried over.
- Will now automatically remove the Allergy when removing the Eagle Mentor Spirit.
- Fixed the Initiation/Submersion tab so that it will allow adding multiple instances of metamagics and echoes that allow it.
- Updated the Infusion of [Matrix Attribute] and Defusion of [Matrix Attribute] so that they will ask for you to enter the name of the attribute being adjusted.  For now it is a text entry, at some later date it may become a drop down.
- Fixed a bug that was breaking the karma calculation when increasing skills belonging to a broken skill group in creation mode.
- Updated the Select a Mentor Spirit dialog to not show choices you're not eligible for.  So Magician options won't show up for Adepts and Adept options won't show up for Magicians.  Mystic Adepts still see all options.

And one more... Ariketh, this build has a few hidden fixes in it that should now have your custom Mentor file working correctly.  Long story short there was a bug in how it was handling the specificpower tag that wasn't showing up with the stock mentors.  Let me know if you find anything else.

Awesome! I'll give it a whirl. I know I've said it before, but it's extremely cool that you are working so hard on Chummer. Thanks!

-Ariketh
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Droopy on <07-23-14/1600:20>
Hello,

I think a found a small bug, concerning skills and group skills.

You can use individual skill points to raise individual skill ratings, and use group skills points to raise group skills ratings.
But, when you break a group skill and if you raise one individual skill of the group, it use individual skill points.

By RAW, I think this is forbidden > see p.88 of Core Rulebook: "In addition, skill groups cannot be broken up in this step, so individual skill points cannot raise the ratings of skills purchased as a group. (Note that skill groups can be broken up in Step Seven: Spend Your Left Over Karma (p. 98)."
So, if I understand well, you can break a group skill, but if you do so, each individual skill of the group must be raise with Karma (step 7), not with individual skill points (step 5).

Have a good day.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-23-14/1610:57>
Hello,

I think a found a small bug, concerning skills and group skills.

You can use individual skill points to raise individual skill ratings, and use group skills points to raise group skills ratings.
But, when you break a group skill and if you raise one individual skill of the group, it use individual skill points.

By RAW, I think this is forbidden > see p.88 of Core Rulebook: "In addition, skill groups cannot be broken up in this step, so individual skill points cannot raise the ratings of skills purchased as a group. (Note that skill groups can be broken up in Step Seven: Spend Your Left Over Karma (p. 98)."
So, if I understand well, you can break a group skill, but if you do so, each individual skill of the group must be raise with Karma (step 7), not with individual skill points (step 5).

Have a good day.

Ouch... gotcha.  Absolutely an excellent catch. It may take me a little bit to get that one worked out, that'll be a tricky bit of code.  Thanks for finding it!
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Decree on <07-23-14/1637:15>
First off I just want to say that you may be my new Hero for this update Adam.  I used to despise needing to make new NPCs for my games.  Thanks.

As a distant second... I found a bug to flag.

The Heavy Weapons Mount vehicle modification won't allow you to add weapons to them.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-23-14/1835:46>
There's a few fixes but I've also updated Qi Foci so you can select a power that goes with it and it will show up correctly among your adept powers. The build notes below give a few more specifics.  The big thing is that I've done some testing on this myself but I'm sure that you fine people will find things I've missed... if you do, drop me a line here or via email and I'll get it resolved as quickly as I can.  Thanks!

Build 5.129 (beta)
- Qi Foci will now ask what power they're providing when you bind the foci and that power will now show up on your list of powers with the appropriate free levels if any and the name of the Qi Foci will be updated to show the power it is providing.  For Improved Reflexes, select the level you want your character to have and the foci rating, it will reduce the power point cost accordingly.
- Fixed a bug preventing weapons from being added to Heavy Weapon Mounts.
- Updated firearms that come stock with a Smartgun System to have the internal version.
- Added the Gas-Vent 2 System that the Ares Crusader II should have.
- Fixed the AP on the Colt M23.
- Manabolt is now correctly a Mana based spell.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: alexmegami on <07-23-14/2218:42>
So I had a kind of weird one, and I didn't see it mentioned in my brief skim of the thread, but -

I gave a character a Knowledge with a specialization in "Infinity" (it was supposed to be the Infinity ~something~ but I couldn't come up with a good name quickly and so clicked away to adjust the skill level).

Well then everything slowed down immensely... And I couldn't figure out why...

Until I saw just as it was crashing that my karma had been set to something like 2,159,140,305 (I don't know the exact number but clearly... quite a lot).

I have no idea if this is known, but it was WEIRD. And now I have to restart the character. :P
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-23-14/2226:35>
Recently found that the YMT Softweave doesn't work right. it causes the capacity to become a fugitive value (What it should be adding) and glitches the program to close.

Are you able to reproduce this in a recent version of Chummer (like 5.125 or later) and if so, which armor are you applying it to?  I've been trying to reproduce this bug and can't do it.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-23-14/2233:50>
So I had a kind of weird one, and I didn't see it mentioned in my brief skim of the thread, but -

I gave a character a Knowledge with a specialization in "Infinity" (it was supposed to be the Infinity ~something~ but I couldn't come up with a good name quickly and so clicked away to adjust the skill level).

Well then everything slowed down immensely... And I couldn't figure out why...

Until I saw just as it was crashing that my karma had been set to something like 2,159,140,305 (I don't know the exact number but clearly... quite a lot).

I have no idea if this is known, but it was WEIRD. And now I have to restart the character. :P

If you have a copy of the character where the bug occurred, please email me a copy at srchummer5@gmail.com so I can try to figure out what it was doing.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Eoghammer on <07-24-14/0533:00>
Very good job... I will allow my player to use it as soon as possible
It will allow us to build Runners a lot faster than before...
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Triskavanski on <07-24-14/1142:05>
Recently found that the YMT Softweave doesn't work right. it causes the capacity to become a fugitive value (What it should be adding) and glitches the program to close.

Are you able to reproduce this in a recent version of Chummer (like 5.125 or later) and if so, which armor are you applying it to?  I've been trying to reproduce this bug and can't do it.

It was originally with the forarm guards. But it stopped now.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: 12Trees on <07-24-14/1426:06>
I haven't seen this in the thread so here is my question.  If I have a Sustaining Focus for Increase Attribute (Willpower) force 4 this should raise the stun and drain values.  The other is a Force 4 Sustaining Focus for Increase Reflexes should increase the Initiative stat and the dice pool.  I don't see a way to do this in the Chummer app.  Am I missing something or is this not available?

Thanks for building Chummer5 this is going to be a great help!
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-24-14/1447:45>
I haven't seen this in the thread so here is my question.  If I have a Sustaining Focus for Increase Attribute (Willpower) force 4 this should raise the stun and drain values.  The other is a Force 4 Sustaining Focus for Increase Reflexes should increase the Initiative stat and the dice pool.  I don't see a way to do this in the Chummer app.  Am I missing something or is this not available?

Thanks for building Chummer5 this is going to be a great help!

It's there, it's just hard to find.  ::)

In Career mode, go to the Improvements tab (it should be on the far right).
Click Add Improvement and select Attribute from the first dropdown.
Enter into the Name "Increase Attribute (WIL)" or whatever you like as the name, click the Select Value button and select WIL, And increase the Value field by the Force of your spell.  Click Ok.
That'll increase your Willpower by the value of your spell and all things affected by Willpower will use your improved value.

For the Increased Reflexes, we'll use a similar approach... Click Add Improvement and select Initiative from the dropdown.
For the Name field, I usually enter something like "Increase Reflexes". For the value, enter the Force of your spell.  Click Ok.
Ok, that added the Initiative bonus, now we need to add the dice bonus.  Click Add Improvement again and select "Initiative Passes" from the dropdown.  Yes, I know that's old terminology and we're using Initiative Dice now, I just haven't updated this section yet.
For the Name field, I usually enter something like "Increase Reflexes (dice)". For the value, enter the Force of your spell/2 rounded down.  Click Ok.

There ya go... you now have the permanent effects of an Increase Attribute (WIL) and Increase Reflexes spell. If you need to disable either or both, go back to the Improvements tab and you can click on or off the Active checkbox on each improvement as you will or delete them if they're no longer appropriate.  You can also group the improvements together such as the two initiative improvements for your Increase Reflexes spell.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Lusis on <07-24-14/1759:32>
A couple things:

-The Ares Light Fire 75 does not list it's integral silencer (at -5 to detect)
-No listing or modification listing for Custom Ballistic Masks (they double the cost)
-Would it be possible to have Cyberlimbs factor into the dice pools of certain skills? I.e. if you have Pistols 4, Agility 4 but a Cyberarm with an Agility of 6, then your DP to attack with that skill will be 10 (with that arm). I understand this can get complex fast.

 
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-24-14/1824:06>
A couple things:

-The Ares Light Fire 75 does not list it's integral silencer (at -5 to detect)
-No listing or modification listing for Custom Ballistic Masks (they double the cost)
-Would it be possible to have Cyberlimbs factor into the dice pools of certain skills? I.e. if you have Pistols 4, Agility 4 but a Cyberarm with an Agility of 6, then your DP to attack with that skill will be 10 (with that arm). I understand this can get complex fast.

I'll be putting out 5.130 very shortly (later this evening) and it'll have the first two fixed.  It also has a few things relating to Cyberlimbs but not exactly what you're asking for.  I'm looking at potential ideas to help with things like that but don't have an exact resolution yet.  I'm currently toying with the idea of flagging certain skills that could be affected by Cyberlimbs and which ones they'd be affected by so that I can show the skill multiple times in the event that the character has one or more Cyberlimbs.  So for example, if you have a 4 AGI but have a Cyberarm with an 8 AGI and have the Pistol skill, it would show Pistol with your 4 AGI and Pistol (Cyberarm) with your 8 AGI.  But like I said, this is very preliminary and is just something I'm playing around with as an idea.  So don't take this as exactly what I'll be writing, let alone when I'll be delivering it.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Namikaze on <07-24-14/1826:16>
So for example, if you have a 4 AGI but have a Cyberarm with an 8 AGI and have the Pistol skill, it would show Pistol with your 4 AGI and Pistol (Cyberarm) with your 8 AGI.  But like I said, this is very preliminary and is just something I'm playing around with as an idea.  So don't take this as exactly what I'll be writing, let alone when I'll be delivering it.

This isn't a bad idea - but would it be easier to have a check box that allows the cyberlimb's stats to override the default stats?  When the box is active, it uses the cyberlimb's stats, and when it's not active, it uses the natural stats.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-24-14/1835:12>
So for example, if you have a 4 AGI but have a Cyberarm with an 8 AGI and have the Pistol skill, it would show Pistol with your 4 AGI and Pistol (Cyberarm) with your 8 AGI.  But like I said, this is very preliminary and is just something I'm playing around with as an idea.  So don't take this as exactly what I'll be writing, let alone when I'll be delivering it.

This isn't a bad idea - but would it be easier to have a check box that allows the cyberlimb's stats to override the default stats?  When the box is active, it uses the cyberlimb's stats, and when it's not active, it uses the natural stats.

I get where you're going... my concern would be things like say Unarmed. Say you've got a Cyberarm and ranks in Unarmed... when you punch with it, you'd get the Cyberarms AGI/STR.  But if you did a flying kick... well, you wouldn't. What if you did a Block maneuver?  While if you were using Chummer during play you could check and uncheck that box as you needed to, for a character sheet it might be problematic.  Easier to show both values on the character sheet for select skills and let you decide which to use on the fly.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-24-14/1838:46>
Unless there's something huge, it will be a few days before I release another build.  I'm intending to spend the weekend working on the translation code so that I can better support users of Chummer5 in languages other than English.  Unfortunately there's a fair amount of work there and it'll take me a few days to get all that work done.

Build 5.130 (beta)
- Removed some duplicate specialties from the Politics Knowledge Skill.
- Made the Adept Way Qualities not available for non-adepts.
- Added the Astral Limit to the Limits tab and the character sheets.  Keep in mind that limit modifiers to either your mental limit or social limit that can apply in the astral might conditionally apply to your astral limit during play.
- Fixed Enhanced Articulation Bioware so that it applies the correct skill bonuses.
- Fixed several issues surrounding full Cyberlimbs. Attribute averaging has been removed as it was a 4th Edition rule. The limb on the character sheet now shows the limb's total Strength, Agility, and its Physical Limit.
- Movement rate now uses the augmented Agility value.
- Added an option under House Rules to use derived Attributes from Cyberlegs when calculating movement speed.
- Added all that lovely Qi Foci code from build 5.129 to Career Mode as well. Completely missed that one.
- Now correctly charges double for positive qualities added or negative qualities deleted after character creation.
- When selecting YNT Softweave in the Select Armor Mod dialog, it will now show "+50%" in the capacity field.
- Removed the button in Career mode that allowed adding more Mystic Adept Power Points. You're not actually allowed to add points this way after character creation.
- Added Custom Ballistic Mask.
- Added the specialized silencer for the Ares Light Fire 75 and added it to the Ares Light Fire 75.
- Added some very minor fixes for the underbarrel weapons from Run and Gun so at least they won't cause a crash.  They still don't behave the way I want them to though so I'll be revisiting this "soon".
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Namikaze on <07-24-14/1848:55>
While if you were using Chummer during play you could check and uncheck that box as you needed to, for a character sheet it might be problematic.  Easier to show both values on the character sheet for select skills and let you decide which to use on the fly.

That makes sense - I usually use Chummer actively in-game, so I didn't think of the character sheet aspect of things.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Malevolence on <07-24-14/2106:36>
Buying a vehicle used seems to ADD 4 to the availability rather than subtract it. I'm not sure buying vehicles used is even an option in the rules, but I'm assuming it would be similar to buying cyberware (25% cost reduction, -4 availability), though I don't know what the downside would be.

Also, the vehicle stats have a Signal stat listed in parenthesis next to Sensors. I think that Signal was a SR4 concept and isn't still used in SR5.

EDIT: It looks like the +4 is correct, but these are both holdovers from 4th.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Sir_Prometheus on <07-25-14/0054:23>
Hey, I just wanted to say thanks for doing this, this is awesome!

I might ahve missed it, ahve you added support for street level campaigns yet?
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Ariketh on <07-25-14/0445:53>
Hey, I just wanted to say thanks for doing this, this is awesome!

I might ahve missed it, ahve you added support for street level campaigns yet?

Are you referring to the Prime Runner/Street level options from p64 of the core book? If so, on the Select Build Method dialog (the first one after you click the New Character button), There's a Priority dropdown on the left, and a Standard dropdown on the right. Clicking the Standard dropdown will give you the options for Prime Runner or Street Level.

-Ariketh
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Sir_Prometheus on <07-25-14/1340:14>
Thanks
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Lusis on <07-25-14/1750:04>
Is there a away to include the priority and karmic breakdown on character sheets? Thanks.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-25-14/1831:55>
Is there a away to include the priority and karmic breakdown on character sheets? Thanks.

I was looking to do that for at the very least the Text-Only character sheet because that's usually what folks post to the forums. I'll get it in as soon as I can.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: TimTurry on <07-26-14/1444:33>
Adam, Great work.  I just wanted to remind you that some of the armor modification gear (such as Geiger counter) are still free.  I reported this earlier (in 5.115) and just checked it with 5.130.   If you had plans to fix it later, then never mind;  if if fell through the cracks, well, here is a reminder. :)
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Gasp on <07-26-14/1507:51>
Sensors funtions are free since their cost is cover by what you pick in the Sensor tab (sensor array/single sensor).
Title: Re: Chummer for 5th Edition - public BETA available
Post by: TimTurry on <07-26-14/1956:49>
Oh.  In that case I did not (and still do not) understand the rule.  Carry on :)
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-26-14/2026:25>
Oh.  In that case I did not (and still do not) understand the rule.  Carry on :)

This is more or less how it was explained to me...

There are Sensor Housings, Sensors, and Sensor Functions.  Sensor Housings include not only the Wall-Mount and Handheld housings but also vehicles, drones, armor, and weapons.  You put a Sensor in a Sensor Housing... this includes Single Sensors and Sensor Arrays.  The rating of the Sensor determines how many dice you get to include on your skill check when using that sensor (pg 445) and as the cost is based on the rating, this also determines the cost.  A Sensor Array can contain up to 8 Sensor Functions no matter its rating while a Single Sensor can only ever have one Sensor Function.  Sensor Functions (Camera, Atmospheric Sensor, Microphones, etc...) are free because you've paid for them as part of the cost of the Sensor (Single or Array) when you bought it.  Things you add to those Sensor Functions (adding Vision Enhancements to a Camera for instance) you do have to pay for... all you get for free is the basic model.

Oh, and make sure you pay attention to the Sensor Housings table at the top left of page 446... this table shows the maximum rating Sensor you can put in a particular sized Housing.

And yes, of all the things in 5th Edition... this is the one thing I think they did better in 4th.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: SmilinIrish on <07-27-14/0047:00>
In regard to Adept Ways:  My reading of the Beast's Way and Spiritual Way is that it gives you a free mentor spirit.  Choosing those did not give me a mentor spirit option. Do I understand incorrectly?
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Namikaze on <07-27-14/0244:01>
In regard to Adept Ways:  My reading of the Beast's Way and Spiritual Way is that it gives you a free mentor spirit.  Choosing those did not give me a mentor spirit option. Do I understand incorrectly?

Adam set it up so that those ways only cost 15 karma, with the expectation that a follower of that Way will then pick up a mentor spirit for the other 5 karma, thus netting a free mentor spirit.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-27-14/1646:41>
In regard to Adept Ways:  My reading of the Beast's Way and Spiritual Way is that it gives you a free mentor spirit.  Choosing those did not give me a mentor spirit option. Do I understand incorrectly?

Adam set it up so that those ways only cost 15 karma, with the expectation that a follower of that Way will then pick up a mentor spirit for the other 5 karma, thus netting a free mentor spirit.

Actually, in the current version and as of 5.116, those two cost 20 karma but you can then add the Mentor Spirit quality for free (although it doesn't do it automatically for you).
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Novocrane on <07-27-14/1913:43>
Can I get a page number for the free mentor spirit info?
Title: Re: Chummer for 5th Edition - public BETA available
Post by: celondon on <07-27-14/2021:03>
Can I get a page number for the free mentor spirit info?

Street Grimoire pg. 176.

Quote
As such, they receive all the bonuses and drawbacks associated with their personal totem.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-27-14/2023:29>
Can I get a page number for the free mentor spirit info?

Here's the answer I gave to that question regarding The Beast's Way earlier in this thread (somewhere around page 18 I think):

Yeah, I was going off of this statement on page 176 of SG:
"Adepts who follow this path are under the guidance of an animal mentor spirit, which they refer to as their totem, similar to some shamans. Through the emulation of their totem, these adepts seek to improve themselves, and like followers of the Spiritual Way, they’re considered to be more spiritual than the average adept. As such, they receive all the bonuses and drawbacks associated with their personal totem."

That first sentence pretty well comes out and says they have a mentor spirit (of an animal type which Chummer doesn't currently enforce). The last line makes clear that they get all the bonuses and drawbacks of their mentor spirit.  So that was how I coded Chummer. If I got it wrong though, I'll be glad to change it.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Namikaze on <07-28-14/0003:20>
mentor spirit (of an animal type which Chummer doesn't currently enforce).

Don't bother trying to enforce it - the mentor spirits that aren't directly named after animals are still capable of being representative of animals.  What I would do is make it so that the name of the mentor can be adjusted by the user.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: rayous on <07-28-14/1545:08>
the adept power Missile Mastery does not seem to be applying the +1 die and +1 damage to thrown weapons on the sheet. Also, Tomahawks and throwing knives do not seem to be flagged as blades and as such are not benefiting from the throwing specialization.

*edit* though it does seem to be adding the +1 damage from either critical strike blades or missile mastery....interesting.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: khirareq on <07-29-14/1213:13>
Hey Adam!  Thanks for working on this!  I have been waiting for this or something like it to come along and make my life much, much easier.

My first project with this system is to try and get the character archetypes from SR5 into the system and uploaded to OMAE; my players will need handouts, and the sheet from the core book just isn't good enough.  This will be a challenge, since the archetypes are not actually legal (http://forums.shadowruntabletop.com/index.php?topic=11847.0).  However, I will persevere.

Entering in the first one (the street sam), I ran into the following issues:

I am not sure how to use Karma to buy Nuyen.  There is a discussion on the first page on using Karma for any number of other things, but nothing on Nuyen.  How is this done?  Can it be done?

The Gas Vent 2 accessory does not come standard on the Ingram Valiant or the FN HAR.  They should.  This accessory is already reflected in their RC stat; you should not be able to add it a second time and double the RC.

I will post extra things as I come up with them.

Thanks for your hard work!

PS:  Also, the strength recoil modifier does not take into account the strength of your cyberarms.  I don't know how you would do this exactly - but, if a guy is shooting his gun with his cyberarm, he will have a different recoil than if he (bizarrely) is not.  I would assume that most weapons are shot using the improved strength stat.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Ariketh on <07-29-14/1340:03>
I am not sure how to use Karma to buy Nuyen.  There is a discussion on the first page on using Karma for any number of other things, but nothing on Nuyen.  How is this done?  Can it be done?

I'm not sure how to do it in Omae, but assuming you create a character and then import:  it should be on the first page, directly right of Body/Agility, under your Metatype.

-Ariketh
Title: Re: Chummer for 5th Edition - public BETA available
Post by: khirareq on <07-29-14/1357:53>
That's exactly where it was.  Thanks Ariketh!
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Ariketh on <07-29-14/1502:58>
That's exactly where it was.  Thanks Ariketh!

Glad I could help.


Adam, I have some further errors. Obviously the ones that rely on custom stuff can wait. I'm just reporting for completeness.


I've attached my completed mentors and books files so you can test them out. Applicable mentors to the custom file errors are Leviathan (Kinesics paired with Stillness, Stillness), Polecat (Flexibility), Gator and Scorpion (Penetrating Strike), and Sea King (Facial Sculpt).

Thanks for all your work!

-Ariketh
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Ariketh on <07-30-14/0824:01>
Using the Prime Runner rules characters should cap their negative qualities at 35 points.

I have two identical characters:
Red v1 won't save due to the 25 neg qualities cap, even though it should have a 35 pt cap.
Red v2 is identical. The only difference I explicitly know of is the order in which a few things were selected. It saved and moved into career mode just fine.

I've attached the errant file for v1 as well as the create and career mode files for v2, in case you need them for comparison.

-Ariketh
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-30-14/1429:56>
Sorry for having been off the radar for a couple days, this update was a tough one and I've been focused on it just about since Friday of last week.  I'll be working on another bug fix build and then get back to working on translation code.  Linux compatibility via Mono is also on my radar and I'll be working on it shortly.  Read the changelog this time folks... there's some big changes in there.

Build 5.131 (beta)
A quick shout out... I had programming help on this build from a friend of mine named Ed.  Thank you Ed!

- Completely rebuilt how karma is spent on Attributes, Special Attributes, Skill Groups, Active Skills, and Knowledge Skills to reflect the RAW on the steps in character creation. All existing characters should load up just fine but karma costs may have changed to reflect applying the RAW. Each of these now have separate entry boxes for applying points from your Priority selection and for buying up with Karma. Validation now checks to see if you've overspent on your points.  I believe I've been able to correctly handle the steps as written while giving a UI that allows you to treat it as a single step (rather than going through a gateway similar to "Mark as Created").  The only thing I haven't updated as part of this is whether skill specialization is paid for with skill points or karma... at this time it automatically uses skill points to pay for skill specialization but I'll update this in a future enhancement when I will also tackle being able to have multiple specializations per skill.  There are two new house rules to allow you to tailor how these rules are applied to some degree. If others are needed, send along a request and I'll take a look.
- Added custom Traditions. If you select the Custom Tradition from the dropdown, it will enable additional fields for you to provide your tradition name, select your drain attributes, and select your spirits for each school.  This information is saved with the character and is portable with it.
- Fixed the skill bonus from the Cat Mentor Spirit so that it will apply to Sneaking (the English core book says Infiltration on page 321).
- Spell dice pools should now pull from the correct skill (Spellcasting, Ritual Spellcasting, Alchemy, Artificing) for each spell.
- Corrected the drain value for the Resist Pain Spell.
- Fixed the values on the Build Summary tab for Spells, Complex Forms, and Contacts which under some conditions might show the wrong value.
- Fixed the Armor value on the Condition Monitor tab in Career Mode to show the correct value.
- Added the armor encumbrance rule from page 169 so that it applies to armor accessories such as helmets and shields.
- Removed the duplicate Astral Powder gear entry.
- Fixed the missing availability and price for Fetishes.
- Clicking on a blank area within the Contacts, Skill Groups, Active Skills, or Knowledge Skills regions will allow you to scroll them with the scroll wheel.
- Removed the tooltips that were showing the wrong text on the labels on the Limits tab.
- Added a house rule to allow paying only the standard cost for Qualities in Career Mode instead of double as per RAW.
- Removed the option to buy a vehicle used as this was from 4th Edition and has not been carried over into 5th.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-30-14/1451:53>
mentor spirit (of an animal type which Chummer doesn't currently enforce).

Don't bother trying to enforce it - the mentor spirits that aren't directly named after animals are still capable of being representative of animals.  What I would do is make it so that the name of the mentor can be adjusted by the user.

Good idea... I'll put that on the list of things to do.

the adept power Missile Mastery does not seem to be applying the +1 die and +1 damage to thrown weapons on the sheet. Also, Tomahawks and throwing knives do not seem to be flagged as blades and as such are not benefiting from the throwing specialization.

*edit* though it does seem to be adding the +1 damage from either critical strike blades or missile mastery....interesting.

the adept power Missile Mastery does not seem to be applying the +1 die and +1 damage to thrown weapons on the sheet. Also, Tomahawks and throwing knives do not seem to be flagged as blades and as such are not benefiting from the throwing specialization.

*edit* though it does seem to be adding the +1 damage from either critical strike blades or missile mastery....interesting.

I'll take a look at it, thanks for letting me know!

The Gas Vent 2 accessory does not come standard on the Ingram Valiant or the FN HAR.  They should.  This accessory is already reflected in their RC stat; you should not be able to add it a second time and double the RC.

...
PS:  Also, the strength recoil modifier does not take into account the strength of your cyberarms.  I don't know how you would do this exactly - but, if a guy is shooting his gun with his cyberarm, he will have a different recoil than if he (bizarrely) is not.  I would assume that most weapons are shot using the improved strength stat.

I'll take a look at the Ingram Valiant and FH HAR and get them sorted out. The issue of RC for Cyberarms is a larger issue and I'm already planning some updates to show skill values both with your standard attributes and with cyber attributes (where appropriate) so I'll see if I can do something with cyber arm RC when I work on this issue.

Adam, I have some further errors. Obviously the ones that rely on custom stuff can wait. I'm just reporting for completeness.

I'll take a look at these for the next build (5.132) and see what I can do with them.  I'm really enjoying the work you're doing with the custom mentor spirits and have been thinking about opening them up to my group for use. Thank you for working on this.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Ariketh on <07-30-14/1551:34>
Adam, I have some further errors. Obviously the ones that rely on custom stuff can wait. I'm just reporting for completeness.

I'll take a look at these for the next build (5.132) and see what I can do with them.  I'm really enjoying the work you're doing with the custom mentor spirits and have been thinking about opening them up to my group for use. Thank you for working on this.

Glad I could. Aside from some class work some 6+ years ago, I haven't coded anything. I got to learn something new. :)  I don't promise they are balanced, but for the most part I like how they turned out.

I think I found the source of the "cannot gain more than 25 from negative qualities" error from my last post. I reloaded the characters after updating, corrected the skill point / karma discrepancy and tried to save both. Now both create mode characters are throwing the error. So I tested it with a quick test character.

It looks like once a character is saved and closed it loses the Prime Runner 35 NQ cap. If you complete the character without saving and closing the character, it goes into career mode just fine. But if you close the character in create mode, open it back up, and try to move it into career mode, it will throw the 25 NQ error.

Hopes that helps you isolate the issue.

Edited to add: Oh, and I like the new UI with the way karma and points are separated. One issue though: If you have a skill you have points in, and attempt to raise the related skill group through karma, it will throw a crash error. I experienced this on my test character with Spellcasting as one of my priority freebies, then tried raising the Sorcery group.

-Ariketh
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <07-30-14/1614:30>
Edited to add: Oh, and I like the new UI with the way karma and points are separated. One issue though: If you have a skill you have points in, and attempt to raise the related skill group through karma, it will throw a crash error. I experienced this on my test character with Spellcasting as one of my priority freebies, then tried raising the Sorcery group.

I think this is only happening if you add points to a skill group where the skill group includes a skill you got free points in it from the priority system.  I've already found a fix for it and will include it in the next build.

On the prime runner bug, I'll look into it and get a fix as quickly as I can.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Droopy on <07-31-14/1051:38>
Hi Adam,

Found a new bug, while using Chummer 5, build 5.131

When you add a piece of Cyberware or Bioware, it remove 1 point of Special Attributes.
For example, I have a Human (3) with 3 points available for Special Attributes (3/3).
When I add any piece of Cyberware/Bioware, I immediately lose 1 point (and I have only 2/3 points for Special attributes).
If I choose Ork (0), I have -1/0 when I add Cyberware/Bioware...

Thank you.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Iridios on <07-31-14/1838:32>
Found a new bug, while using Chummer 5, build 5.131

When you add a piece of Cyberware or Bioware, it remove 1 point of Special Attributes.
For example, I have a Human (3) with 3 points available for Special Attributes (3/3).
When I add any piece of Cyberware/Bioware, I immediately lose 1 point (and I have only 2/3 points for Special attributes).
If I choose Ork (0), I have -1/0 when I add Cyberware/Bioware...

I can confirm this.  I've tried all races except Troll.  It doesn't seem to matter if mundane or not.  If you spend the SAP before choosing Cyber you still lose 1 point putting you in the negative.  In one case (Dwarf  w/ 6 SAP I think) adding a piece of cyber took 2 SAP.  It doesn't matter which piece of cyber and does occur with bioware as well.

Edit: Dwarf (7), Adept 4 Magic.  Metatype Limits on Magic say 4/6 before adding cyber.  After adding a Datajack the SAP went down by 2 and the Metatype Limits on Magic changed to 3/5.  Deleted Cyber and SAP and Magic Limits changed back to previous state.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Scawire on <08-01-14/1438:48>
Thanks for the great program Adam and team

Beta Bug I Found in Primer Runner mod for Chummer 5 version 0.0.5.131

-If you put more then 10 karma into Nuyen and you try to re-load your character you will get an error saying your value is x (X being the number of karma you put into your nuyen) and needs to between the "min" and "Max" values, this will then erase almost ALL of your character and you have to start over.

Sorry not the best at writing beta reports
Title: Re: Chummer for 5th Edition - public BETA available
Post by: TimTurry on <08-02-14/0014:16>
First, thanks for the sensor explanation,  my understanding was off.  (It is weird that all sensors cost the same, purely based on their rating)

Using 5.131
I started to make a Troll(5) Magic(3) character.  Gave him exceptional attribute (MAG).  The idea was to pump 4/5 special points into the MAG 3, making it a MAG 7.  MAG cannot go above a 6 however.  Is this because I should not be able to do that, or is the software not letting me do something that is legal?

Thanks in advance, so as not to add too much spam...
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Sir_Prometheus on <08-02-14/0107:52>
Possible I just don't know how to do this in the tool.....I see that when I put spurs on a cyber limb, I see the dmg is based upon the str of the cyberlimb in question, which is cool.  But the skill [Agiltiy] isn't.  Anyway to make that happen, and also, to make it show for the dice pool you are probably going to use just with that limb, such as pistols?  Maybe as checkbox.  For that matter, I don't even see the cyberlimb Str & Agi summed up anywhere.  I know this might outside the coding, but any way to make that happen?
Title: Re: Chummer for 5th Edition - public BETA available
Post by: TimTurry on <08-02-14/0117:47>
One more, that just came up with the Troll.
I gave him a squatter, which should cost 500x2 = 1000
It does.
To drop the cost, I made it dangerous (-20%) and cramped (-10%)
The cost dropped to 850.  I expected 700. 
It is as if the 30% only applied to the original 500, and not to the extra x2 of the troll.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Ariketh on <08-02-14/0245:30>
It is as if the 30% only applied to the original 500, and not to the extra x2 of the troll.

Yes. The actual modifier for the troll increase is +100%. This is important because all of the modifiers get totaled, then applied to the original base cost. So in this case, you are looking at +70%. 1.7 x 500 = 850. So Chummer is calculating that right.

-Ariketh
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-02-14/1318:02>
Just a fast note to say that I appreciate the recent bug submissions... I've got my gaming group's gaming session today but will be putting all day tomorrow on bug fixes and will try to have a build out by end of day tomorrow.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-03-14/1636:07>
Possible I just don't know how to do this in the tool.....I see that when I put spurs on a cyber limb, I see the dmg is based upon the str of the cyberlimb in question, which is cool.  But the skill [Agiltiy] isn't.  Anyway to make that happen, and also, to make it show for the dice pool you are probably going to use just with that limb, such as pistols?  Maybe as checkbox.  For that matter, I don't even see the cyberlimb Str & Agi summed up anywhere.  I know this might outside the coding, but any way to make that happen?

The Cyberlimb's Strength and Agility (and Physical Limit) are currently shown on the character sheet but I'll see if I can find somewhere to put them on the Cyberware tab.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-03-14/1652:19>
That's exactly where it was.  Thanks Ariketh!

Glad I could help.


Adam, I have some further errors. Obviously the ones that rely on custom stuff can wait. I'm just reporting for completeness.

  • Kinesics, when used in a custom file and paired with another power, will not increment/decrement costs properly on the Adept Powers tab. Additionally, you can select a second instance of the Kinesics power. Works fine when isolated as an option.
  • Stillness, when used in a custom file does not increment or decrement at all, regardless of pairing or isolation. Limit should be 3 levels. Additionally, you can select a second instance of the Stillness power.
  • Flexibility has the same issues as Stillness.
  • Penetrating Strike has the same issues as Stillness, but the limit should 4 levels.
  • Powers.xml: Facial Sculpt has a typo and is listed as Sculpt. When the power is used in a custom file with a proper spelling, this causes a crash.
  • Options menu: Shadowrun Forum Post 1 is listed as "Shadworun".

I've attached my completed mentors and books files so you can test them out. Applicable mentors to the custom file errors are Leviathan (Kinesics paired with Stillness, Stillness), Polecat (Flexibility), Gator and Scorpion (Penetrating Strike), and Sea King (Facial Sculpt).

Thanks for all your work!

-Ariketh

Facial Sculpt - Got that one and it'll be fixed in the next build coming out in the next hour or two.
Shadowrun Forum Post - D'oh! Got it fixed... thanks for the catch.
Stillness/Flexibility/Penetrating Strike - Working on a fix for these right now.
Stillness in your custom file... change the bonus tag to a val tag and it'll work just fine.

               <bonus>
                  <specificpower>
                     <name>Kinesics</name>
                     <val>1</val>
                  </specificpower>
                  <specificpower>
                     <name>Stillness</name>
                     <bonus>1</bonus>
                  </specificpower>
               </bonus>

Edit: Make sure your book references in custom_mentors.xml use the same case as in custom_books. That'll get it to show the book abbreviation correctly in Chummer (and incidentally allow you to click the source label to open the PDF if you have them linked).

In all, awesome work though... I showed your work to my players and there were damn near ovations.  Thank you!

Title: Re: Chummer for 5th Edition - public BETA available
Post by: Namikaze on <08-03-14/1708:32>
Adam,

Again, I'd like to thank you for the hard work you've put into resurrecting this project.  I'd like to make a suggestion, for future-proofing.  At some point, Data Trails will be released (probably in 2015).  If the book is anything like it's 4th edition counterpart, technomancers will begin to get Streams, which work similarly to magician traditions.  They should also be getting paragons, which work similarly to mentor spirits.  Would it be possible to put this functionality into Chummer (it was in Chummer 4), so that we can use custom xml files (similar to Ariketh's) to create our own rules for streams and paragons?
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-03-14/1734:52>
Adam,

Again, I'd like to thank you for the hard work you've put into resurrecting this project.  I'd like to make a suggestion, for future-proofing.  At some point, Data Trails will be released (probably in 2015).  If the book is anything like it's 4th edition counterpart, technomancers will begin to get Streams, which work similarly to magician traditions.  They should also be getting paragons, which work similarly to mentor spirits.  Would it be possible to put this functionality into Chummer (it was in Chummer 4), so that we can use custom xml files (similar to Ariketh's) to create our own rules for streams and paragons?

Let me think about that one... Custom files support already exists and that's great (I really like the results of this) but I think what you're asking is to enable support of custom files where we don't have book supplied rules in the current edition to start with like paragons and streams.  If I'm understanding what you're looking for, it would be to show UI similar to what mages get for traditions and mentor spirits for technomancers if the custom file is available.  I might be able to pull that off but it's going to take some planning and thought to make it work and to be honest, it'll come lower on the priority than fixing bugs, making things work for non-English users and Linux users, and adding support for existing rules that currently doesn't exist (wireless bonuses, spirits).
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-03-14/1743:24>
Mostly bug fixes here with the inclusion of a requested house rule.  I'll be adding in support for a house rule allowing Initiation and Submersion during character creation but it's not ready yet and will come in a future build.

Build 5.132 (beta)
- Added a House Rule "Use Skill Points on broken groups" that allows you to spend Active Skill Points in Creation mode on skills belonging to broken skill groups.
- Fixed a bug that would prevent raising Edge, Magic, or Resonance to maximum.
- Fixed a bug that would cause a crash if a skill group was raised which included a skill that had free levels.
- Fixed the page numbers for a handful of Illusion Spells.
- Removed a duplicate entry for Gamma-Scopolamine.
- Removed the button to add Adept Power Points in Career mode for Mystic Adepts.
- Fixed a bug that would erroneously charge a special attribute point when purchasing cyberware or bioware.
- Fixed a bug that was preventing the range values for a number of thrown weapons from being shown.
- Fixed a bug causing new spirits added in Create mode being added by a Mystic Adept to have the wrong Force value.
- Fixed a spelling error on the Shadowrun Forum Post 1.
- Added Advanced Medkits from Bullets & Bandages.  No availability is listed for Advanced Medkits in B&B so I just used the availability for standard Medkits.
- Updated the validation warning message concerning having gear over capacity so that it now specifies exactly which items are over capacity.
- Fixed a bug that would throw up a validation error on characters using Prime Runner stats that have more than 25 karma in positive or negative qualities.
- Fixed a bug that was preventing Prime Runners from converting to Career mode.
- Fixed a bug that was causing the character load to fail if it was a Prime Runner with more than 10 karma spent on nuyen.
- Updated the Missile Mastery Adept Power to include the +1DV and +1 Dice on Thrown Weapons.  Not sure this is the correct fix though as this is only supposed to apply to non-explosive thrown weapons.
- Fixed a bug allowing purchase of more levels than should be allowed on Flexibility, Stillness, and Penetrating Strike.  This fix will only apply on powers added after this update.
- Fixed a bug with the Ares Giantslayer Slingshot that was causing a crash when selecting it.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Ariketh on <08-04-14/0841:58>
Facial Sculpt - Got that one and it'll be fixed in the next build coming out in the next hour or two.
Shadowrun Forum Post - D'oh! Got it fixed... thanks for the catch.
Stillness/Flexibility/Penetrating Strike - Working on a fix for these right now.
Stillness in your custom file... change the bonus tag to a val tag and it'll work just fine.

I've said it before, but you are awesome. And yeah, that bonus tag... Not sure how that happened. :/ /facepalm I doublechecked my file and Leviathan was the only one with a bonus tag. The other (broke) instances had val. But whatever fix you did certainly fixed all instances of Stillness/Flexibility/Penetrating Strike after I updated to the 5.132 (and fixed Leviathan)! :)

Edit: Make sure your book references in custom_mentors.xml use the same case as in custom_books. That'll get it to show the book abbreviation correctly in Chummer (and incidentally allow you to click the source label to open the PDF if you have them linked).

I doublechecked and MitS was MItS. That appeared to be the only discrepancy; the rest look correct.  Oddly, I thought I had fixed that typo at one point.

Thanks again!

In all, awesome work though... I showed your work to my players and there were damn near ovations.  Thank you!

Glad they enjoyed it! I'll get the updated/corrected instances of the custom book and mentor files asap.

-Ariketh
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Csjarrat on <08-04-14/1138:37>
just a note: you currently can't add any imaging enhancements to scopes or smartgun systems even though they're allowed to take them. (cap 3 for scopes, cap 1 for smartgun)
accidentally adding audio enhancements to a drone instead of to a specific sensor in its housing gives an error code and will not allow you to delete the offending item even though the "confirm delete" dialog pops up.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Chaozmager on <08-04-14/1416:22>
I know you made the change to have the karma value go up separately when adding to skill points and attributes, but is there a way to turn back on the automatic optimisation way it had before? Where it would look for the cheapest way to increase a skill point in creation mode?

Maybe have like a house rule to do it?
Title: Re: Chummer for 5th Edition - public BETA available
Post by: adzling on <08-05-14/1040:53>
because it was not legal, you must spend your skill points first then your karma.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-05-14/2030:59>
I'm currently looking at enabling a set of house rules so let me see what I can do. I won't make promises other than the option to use "optimized path" will go on my list of things to do and I'll do what I can to get it in.  My plate is very full when it comes to Chummer and I'm doing my best to prioritize.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Koshnek on <08-05-14/2033:17>
How do I save my chummer5 files as PDF instead of HTML or XML?
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-05-14/2052:41>
How do I save my chummer5 files as PDF instead of HTML or XML?

That's a function of the operating system... generally you print and then if your OS supports it, select to print to PDF.  If you're using Windows, you may consider picking up Foxit PDF as I believe that allows you to print to PDF.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Malevolence on <08-06-14/0320:15>
.  If you're using Windows, you may consider picking up Foxit PDF as I believe that allows you to print to PDF.
CutePDF is another good option that is a little lighter if you already have a preferred PDF reader (I use Sumatra myself).
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Lusis on <08-06-14/0733:28>
Great job! Although now that I'm out of town,  I realized that I need this on my android.  ;D
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Triskavanski on <08-06-14/1248:26>
Question, Is anyone else having issues with Magician's way and the discounted powers it should provide?
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Koshnek on <08-06-14/1311:21>
You manually select the powers you want discounted when you choose a way. Fortunately for Magician's way, you don't have to be careful to avoid accidentally discounting unaffected powers! You can discount any power except improved reflexes. Click the check box(es) on the adept powers page to discount the chosen power.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Razhul on <08-06-14/1327:11>
When I add a camera to a sensor array as one of its functions, I cannot specify the rating of the camera and thus it only has a single slot. I think I should be able to add vision enhancements to the camera, though.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Triskavanski on <08-06-14/1336:03>
You manually select the powers you want discounted when you choose a way. Fortunately for Magician's way, you don't have to be careful to avoid accidentally discounting unaffected powers! You can discount any power except improved reflexes. Click the check box(es) on the adept powers page to discount the chosen power.

Well, i'm doing it, and its not discounting them.


I've also found issues with trying to wear the augmentum coat, seems attempting to put it on (Without anything else) sets me over my encumbrance.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-06-14/1527:49>
You manually select the powers you want discounted when you choose a way. Fortunately for Magician's way, you don't have to be careful to avoid accidentally discounting unaffected powers! You can discount any power except improved reflexes. Click the check box(es) on the adept powers page to discount the chosen power.

Well, i'm doing it, and its not discounting them.


I've also found issues with trying to wear the augmentum coat, seems attempting to put it on (Without anything else) sets me over my encumbrance.

On the coat, yes... that one is a known issue and I'm working on a fix for it.

For the powers, could you tell me which powers you're marking as discounted?
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-06-14/1530:37>
When I add a camera to a sensor array as one of its functions, I cannot specify the rating of the camera and thus it only has a single slot. I think I should be able to add vision enhancements to the camera, though.

The camera like any other sensor function, inherits the rating of the sensor it is attached to.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Triskavanski on <08-06-14/1543:35>
You manually select the powers you want discounted when you choose a way. Fortunately for Magician's way, you don't have to be careful to avoid accidentally discounting unaffected powers! You can discount any power except improved reflexes. Click the check box(es) on the adept powers page to discount the chosen power.

Well, i'm doing it, and its not discounting them.


I've also found issues with trying to wear the augmentum coat, seems attempting to put it on (Without anything else) sets me over my encumbrance.

On the coat, yes... that one is a known issue and I'm working on a fix for it.

For the powers, could you tell me which powers you're marking as discounted?

Was trying to do Facial sculpt, free fall and light body.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Ariketh on <08-06-14/1649:00>
Was trying to do Facial sculpt, free fall and light body.

That's the source of your problem.

Quote from: Street Grimoire, page 176
For every 2 points in an adept’s Magic Rating, that adept may reduce the cost of one level of one power from that Way’s list by half. For example, let’s say that a player chooses an adept power that costs 1 Power Point. If that power is covered by a specific Way and all prerequisites are met, the cost for that power is reduced to 0.5 Power Points. Likewise, a 0.5 PP power costs 0.25 PP. Adept powers that cost 0.25 Power Points cannot be discounted further.

Bold mine.

Basically, only the first level is discounted and all of those are .25 point powers. :/

-Ariketh
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Triskavanski on <08-06-14/1721:39>
Oh wow, that explains it.well then, crossing it off my list. Getting a way used to be quite a bit better in fourth.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Razhul on <08-06-14/1814:03>
When I add a camera to a sensor array as one of its functions, I cannot specify the rating of the camera and thus it only has a single slot. I think I should be able to add vision enhancements to the camera, though.

The camera like any other sensor function, inherits the rating of the sensor it is attached to.

No, they all show as Rating 0 in a Rating 6 Sensor Array. That camera also has no capacity past 1 that I should be able to use.

I attached the char in question to this post. Go to Street Gear - Armor - Vashon Island Sleeping Tiger - Sensor Array (Rating 6). Check Rating of sensor functions and try adding any more vision enhancements to the camera. (I think this might also affect the microphone I have in there.)
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Malevolence on <08-07-14/0028:03>

No, they all show as Rating 0 in a Rating 6 Sensor Array. That camera also has no capacity past 1 that I should be able to use.

I attached the char in question to this post. Go to Street Gear - Armor - Vashon Island Sleeping Tiger - Sensor Array (Rating 6). Check Rating of sensor functions and try adding any more vision enhancements to the camera. (I think this might also affect the microphone I have in there.)

Other things I noted in trying his steps to reproduce:

Also, not related to Chummer but to the forums, is there a point at which I no longer have to suffer the CAPTCHA and other questions before posting?
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Ariketh on <08-07-14/0145:47>
Also, not related to Chummer but to the forums, is there a point at which I no longer have to suffer the CAPTCHA and other questions before posting?

IIRC, 10 posts.

-Ariketh
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Chaozmager on <08-07-14/1210:54>
I may be missing something, but looking through the core rule book it mentions nothing about gaining karma from adding enemies which you can do in chummer during character creation? Are you meant to be able to add them or is this some remnants of SR4?
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Eranth on <08-07-14/1328:31>
I am not certain this has been mentioned yet (did a quick search and found nothing), but when I added the parashield dart pistol my character uses chummer seems to have issues with it. In order to use the dart pistol you need to have the skill "Exotic Weapon Proficiency: Parashield Dart Pistol". However for purposes of ammunition chummer counts the dart pistol as a special weapon and not an exotic one. This has caused the area underneath the ammunition spot in the gear section to say that I am rolling zero dice for the gun when I have 6 skill points and a 3 agility. Has anyone else noticed this?
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-07-14/1342:13>
I may be missing something, but looking through the core rule book it mentions nothing about gaining karma from adding enemies which you can do in chummer during character creation? Are you meant to be able to add them or is this some remnants of SR4?

Yeah, that's a remnant. I'll get rid of it with the next build (5.134).

I am not certain this has been mentioned yet (did a quick search and found nothing), but when I added the parashield dart pistol my character uses chummer seems to have issues with it. In order to use the dart pistol you need to have the skill "Exotic Weapon Proficiency: Parashield Dart Pistol". However for purposes of ammunition chummer counts the dart pistol as a special weapon and not an exotic one. This has caused the area underneath the ammunition spot in the gear section to say that I am rolling zero dice for the gun when I have 6 skill points and a 3 agility. Has anyone else noticed this?

I'll look into it and see if I can track down the problem.  Thanks for bringing it up!
Title: Re: Chummer for 5th Edition - public BETA available
Post by: celondon on <08-07-14/1617:05>
I experienced something last night in Chummer that I am uncertain is a bug or a misunderstanding of the rules on my part, so...here we are.

I have a PhysAd with Magic 6/6, 1 Power Point from Initiation, 2 levels of Light Body free from my Mentor Spirit (Cat) and 2 levels of Adrenaline Rush from a Rating 2 Qi focus.

I added some bioware to the character. This lowered his Magic Rating from 6/6 to 5/6. However, it did not deactivate any given Ability. My understanding is that when I lose the Magic Point due to Essence Loss, I should also lose that many Abilities, as well.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Ursus Maior on <08-08-14/0324:02>
Yes, you should. You will loose one of your starting powers if you drop below 6. Or the one bought last, if you drop below 7 after receiving additional PPs, IIRC.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-08-14/1104:15>
I experienced something last night in Chummer that I am uncertain is a bug or a misunderstanding of the rules on my part, so...here we are.

I have a PhysAd with Magic 6/6, 1 Power Point from Initiation, 2 levels of Light Body free from my Mentor Spirit (Cat) and 2 levels of Adrenaline Rush from a Rating 2 Qi focus.

I added some bioware to the character. This lowered his Magic Rating from 6/6 to 5/6. However, it did not deactivate any given Ability. My understanding is that when I lose the Magic Point due to Essence Loss, I should also lose that many Abilities, as well.

You are correct.  It isn't currently subtracting the power point in that case.  I'll get to work on it and get a fix for it as quickly as I can.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-08-14/1441:57>
I'm updating to include the new translator app for Chummer to enable easier foreign translations.  Unfortunately I'm running into an issue with the auto-update and the new translator so I've disabled auto-update from collecting the new translator app until I can resolve the issue.  You can still get it by downloading the .zip file directly.  I'll resolve it as soon as I can.

Build 5.135 (beta)
- Minor fix to enable downloading the translator app via Chummer update.

Build 5.134 (beta)
- Now includes a translator application (Translator.exe).  This app allows you to create and edit the language files to translate Chummer into non-English languages.  If you're interested in doing a translation for distribution with Chummer, please let me know via srchummer5@gmail.com and we'll make arrangements for you to send me updated language files.  This is the first release of this translator app so please let me know if you run into problems using it. There's a bit more to come for handling translation, this was just the first big step.
- To resolve an issue with Exotic weapon skills, special weapons were moved into the appropriate Exotic weapon category.
- Fixed a bug that could cause Adept Power Points to be miscalculated in Career mode when adding cyber/bioware.
- Fixed a bug that could cause a crash when printing your character.
- Removed the Enemies section as this was a leftover from 4th Edition.
- Removed the duplicate Narcoject entry.
- Added the low-light and infrared flashlights from the core book.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Snake Eyes on <08-08-14/1548:59>
I am not certain this has been mentioned yet (did a quick search and found nothing), but when I added the parashield dart pistol my character uses chummer seems to have issues with it. In order to use the dart pistol you need to have the skill "Exotic Weapon Proficiency: Parashield Dart Pistol". However for purposes of ammunition chummer counts the dart pistol as a special weapon and not an exotic one. This has caused the area underneath the ammunition spot in the gear section to say that I am rolling zero dice for the gun when I have 6 skill points and a 3 agility. Has anyone else noticed this?
the parashield dart pistol is considered an exotic weapon, the 'special' weapons are all exotic weapons and either use the Exotic Weapon Proficiency: Ranged or Exotic Weapon Proficiency: Melee
Title: Re: Chummer for 5th Edition - public BETA available
Post by: twoheadedboy on <08-08-14/1659:03>
I'm seeing a strange issue. I'm creating a Mystic Adept with two existing levels of Mystic Armor. I then purchase and bind a Force 4 Qi Focus and select Mystic Armor. From then on, whenever I save, close, and reload the character, I find I have an extra Power Point that I have to continually assign to Mystic Armor. The other Qi Foci I purchase work fine, including one that gives my character Enhanced Perception. Any idea why this might be happening? Is this happening to anyone else?
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Lusis on <08-08-14/2237:14>
Another request: please make it possible to switch between standard, street and prime runner rules after initial creation.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Csjarrat on <08-09-14/1221:15>
I'm updating to include the new translator app for Chummer to enable easier foreign translations.  Unfortunately I'm running into an issue with the auto-update and the new translator so I've disabled auto-update from collecting the new translator app until I can resolve the issue.  You can still get it by downloading the .zip file directly.  I'll resolve it as soon as I can.

Build 5.135 (beta)
- Minor fix to enable downloading the translator app via Chummer update.

Build 5.134 (beta)
- Now includes a translator application (Translator.exe).  This app allows you to create and edit the language files to translate Chummer into non-English languages.  If you're interested in doing a translation for distribution with Chummer, please let me know via srchummer5@gmail.com and we'll make arrangements for you to send me updated language files.  This is the first release of this translator app so please let me know if you run into problems using it. There's a bit more to come for handling translation, this was just the first big step.
- To resolve an issue with Exotic weapon skills, special weapons were moved into the appropriate Exotic weapon category.
- Fixed a bug that could cause Adept Power Points to be miscalculated in Career mode when adding cyber/bioware.
- Fixed a bug that could cause a crash when printing your character.
- Removed the Enemies section as this was a leftover from 4th Edition.
- Removed the duplicate Narcoject entry.
- Added the low-light and infrared flashlights from the core book.
dunno if you missed my earlier post but you also cannot add any imaging enhancements currently to scopes or smartguns even though they are allowed them (3 capacity on scopes, 1 on smartgun), as there is no option in the weapon accessory dialog as there used to be in SR4a chummer
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-09-14/1246:36>
I'm updating to include the new translator app for Chummer to enable easier foreign translations.  Unfortunately I'm running into an issue with the auto-update and the new translator so I've disabled auto-update from collecting the new translator app until I can resolve the issue.  You can still get it by downloading the .zip file directly.  I'll resolve it as soon as I can.

Build 5.135 (beta)
- Minor fix to enable downloading the translator app via Chummer update.

Build 5.134 (beta)
- Now includes a translator application (Translator.exe).  This app allows you to create and edit the language files to translate Chummer into non-English languages.  If you're interested in doing a translation for distribution with Chummer, please let me know via srchummer5@gmail.com and we'll make arrangements for you to send me updated language files.  This is the first release of this translator app so please let me know if you run into problems using it. There's a bit more to come for handling translation, this was just the first big step.
- To resolve an issue with Exotic weapon skills, special weapons were moved into the appropriate Exotic weapon category.
- Fixed a bug that could cause Adept Power Points to be miscalculated in Career mode when adding cyber/bioware.
- Fixed a bug that could cause a crash when printing your character.
- Removed the Enemies section as this was a leftover from 4th Edition.
- Removed the duplicate Narcoject entry.
- Added the low-light and infrared flashlights from the core book.
dunno if you missed my earlier post but you also cannot add any imaging enhancements currently to scopes or smartguns even though they are allowed them (3 capacity on scopes, 1 on smartgun), as there is no option in the weapon accessory dialog as there used to be in SR4a chummer

Yep, I just didn't have a fix for it yet with the 5.135 build. It's on my list and will get it as soon as I can but thank you for reminding me.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Iridios on <08-09-14/1249:05>
Adam,
  Found a bug, probably a result of removing the options for enemies.  With either a new character or an existing character I cannot add contacts.  I click the button but nothing happens.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Malevolence on <08-09-14/1425:04>
IIRC, 10 posts.
-Ariketh
Ok, thanks. 5 more to go (after this one - *sigh*).
Title: Re: Chummer for 5th Edition - public BETA available
Post by: reyjinn on <08-09-14/1822:19>
Don't know if I'm just being stooobid in not finding it, but is 'manual operation' for vehicles not an option in Chummer?
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-09-14/1843:42>
Don't know if I'm just being stooobid in not finding it, but is 'manual operation' for vehicles not an option in Chummer?

If you mean Manual Control Override (originally from Arsenal in 4th Edition), that hasn't been brought forward into 5th Edition by Catalyst as of yet at least. If you're referring to something else, I'm at a loss and could use a bit more info so I'm understanding what you're meaning.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: reyjinn on <08-09-14/1930:05>
Don't know if I'm just being stooobid in not finding it, but is 'manual operation' for vehicles not an option in Chummer?

If you mean Manual Control Override (originally from Arsenal in 4th Edition), that hasn't been brought forward into 5th Edition by Catalyst as of yet at least. If you're referring to something else, I'm at a loss and could use a bit more info so I'm understanding what you're meaning.
Manual Operation is on the Vehicle Modifications table on pg 461 in Core. +1 Availability, +500 NY Cost.
That however is the only place I know of where it is mentioned.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-09-14/2025:02>
Don't know if I'm just being stooobid in not finding it, but is 'manual operation' for vehicles not an option in Chummer?

If you mean Manual Control Override (originally from Arsenal in 4th Edition), that hasn't been brought forward into 5th Edition by Catalyst as of yet at least. If you're referring to something else, I'm at a loss and could use a bit more info so I'm understanding what you're meaning.
Manual Operation is on the Vehicle Modifications table on pg 461 in Core. +1 Availability, +500 NY Cost.
That however is the only place I know of where it is mentioned.

I went back and double checked and it is actually there. The manual operation is in reference to the weapon mounts, there are manual versions of each of the weapon mounts already in the vehicle modification lists.  Right click on the vehicle, click Add Modification, and select the Manual variant of the desired weapon mount.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: reyjinn on <08-09-14/2029:50>
Ah, well that explains it. All a misunderstanding on my part. Much obliged.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-09-14/2229:49>
I want to take a moment to thank the folks at The Arcology Podcast for inviting me on to this week's episode. I've never done anything like it and it was a rare pleasure to talk with Mr. Johnson about Chummer.  You can find the podcast at http://arcologypodcast.com/episode-040-chummer-5/ (http://arcologypodcast.com/episode-040-chummer-5/).
Title: Re: Chummer for 5th Edition - public BETA available
Post by: fyrebug72 on <08-10-14/0940:04>
I am still getting an error. I will put a screenshot up in here to show you. I'm at a lose as to what is going on.


https://drive.google.com/file/d/0B_XHlNswpfxaZGk3dE5YWTdrM3M/edit?usp=sharing
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-10-14/0952:41>
I am still getting an error. I will put a screenshot up in here to show you. I'm at a lose as to what is going on.


https://drive.google.com/file/d/0B_XHlNswpfxaZGk3dE5YWTdrM3M/edit?usp=sharing

Two things, first I think you're on an old version.  And second, select a default character sheet from the drop down and it will resolve the problem.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Lusis on <08-10-14/1004:19>
Adam,

Having some issues when creating a Prime Runner. raised my character's CHA with karma but it's not effecting the Remaining Karma calculation.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-10-14/1018:00>
Adam,

Having some issues when creating a Prime Runner. raised my character's CHA with karma but it's not effecting the Remaining Karma calculation.

I just tried it and I'm not having that problem. Can you send me a copy of the character you're working with so I can try to find the problem?  srchummer5@gmail.com

Thank you!
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Lusis on <08-10-14/1039:44>
Adam,

Having some issues when creating a Prime Runner. raised my character's CHA with karma but it's not effecting the Remaining Karma calculation.

I just tried it and I'm not having that problem. Can you send me a copy of the character you're working with so I can try to find the problem?  srchummer5@gmail.com

Thank you!

NVM, got it figured out. It was due to operator headspace and timing.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-10-14/1145:31>
NVM, got it figured out. It was due to operator headspace and timing.

No problem... happens to all of us.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: fyrebug72 on <08-10-14/1145:32>
TY Adam that worked just fine!
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Lusis on <08-10-14/1600:14>
It seems to be charging me 1200 nuyen to add a spare clip to my ammo for my assault rifle....
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Chaozmager on <08-10-14/1609:04>
Weird bug happening with this save file. From what I am able to deduce its something to do with the adept having 6 magic, and by having low enough essence and saving causes the file to corrupt and become un-usable as it doesnt load up the values properly for all the information. I attached it.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-10-14/1624:04>
It seems to be charging me 1200 nuyen to add a spare clip to my ammo for my assault rifle....
Does it have ammo in the clip?  Also, are you adding the clip as an accessory on the weapons tab or as a piece of gear in the gear tab?
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-10-14/1637:04>
Weird bug happening with this save file. From what I am able to deduce its something to do with the adept having 6 magic, and by having low enough essence and saving causes the file to corrupt and become un-usable as it doesnt load up the values properly for all the information. I attached it.

I can load up the character file and see the problem but can't seem to reproduce the conditions that got it to that state with a new character.  I'll keep plugging away on it, it may take a little time though.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Lusis on <08-10-14/1644:12>
It seems to be charging me 1200 nuyen to add a spare clip to my ammo for my assault rifle....
Does it have ammo in the clip?  Also, are you adding the clip as an accessory on the weapons tab or as a piece of gear in the gear tab?

I added ammo under the Gear tab, then right-clicked and added the clips as Add-ons to the ammo. When I do it this way it charged 1200 nuyen for each clip.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-10-14/1657:39>
It seems to be charging me 1200 nuyen to add a spare clip to my ammo for my assault rifle....
Does it have ammo in the clip?  Also, are you adding the clip as an accessory on the weapons tab or as a piece of gear in the gear tab?

I added ammo under the Gear tab, then right-clicked and added the clips as Add-ons to the ammo. When I do it this way it charged 1200 nuyen for each clip.

Ok, in that case I think it's doing what it supposed to. It's charging you 5 nuyen for the spare clip and then 1195 for the ammo in it. When you click on the spare clip in your gear list, it's adding all that up and showing it to you together.  What kind and how much ammo do you have in the clip? I'd like to follow along to double check the math.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Chaozmager on <08-10-14/1707:02>
Weird bug happening with this save file. From what I am able to deduce its something to do with the adept having 6 magic, and by having low enough essence and saving causes the file to corrupt and become un-usable as it doesnt load up the values properly for all the information. I attached it.

I can load up the character file and see the problem but can't seem to reproduce the conditions that got it to that state with a new character.  I'll keep plugging away on it, it may take a little time though.
I reproduced it.... Load up a new char, being an adept. Spend all power points, then go cyberware/bioware and send until less than 1 essense is left... This makes the magic go down to 0, and still having 0 power points remaining... Then save the char, re-opening causes the crash
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Lusis on <08-10-14/1713:50>
It seems to be charging me 1200 nuyen to add a spare clip to my ammo for my assault rifle....
Does it have ammo in the clip?  Also, are you adding the clip as an accessory on the weapons tab or as a piece of gear in the gear tab?

I added ammo under the Gear tab, then right-clicked and added the clips as Add-ons to the ammo. When I do it this way it charged 1200 nuyen for each clip.

Ok, in that case I think it's doing what it supposed to. It's charging you 5 nuyen for the spare clip and then 1195 for the ammo in it. When you click on the spare clip in your gear list, it's adding all that up and showing it to you together.  What kind and how much ammo do you have in the clip? I'd like to follow along to double check the math.

It already added the cost of the ammo when I bought that. I'm watching my nuyen drop by an additional 1200 when adding clips in this way. I add clips by themselves and it doesn't do this.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-10-14/1755:05>
It already added the cost of the ammo when I bought that. I'm watching my nuyen drop by an additional 1200 when adding clips in this way. I add clips by themselves and it doesn't do this.

Ok, I'm going to need a bit of information so I can try to duplicate this. What kind of ammo and how many in the clip first and fore most. Next, creation mode or career mode (the behavior is different)?  Beyond that, I want to make sure I have the order of events right so I'm going to list what I think you're telling me so you can point out where I've gone wrong...

Now for number three, there's a few possibilities.  If you are in Create mode and select the clip then use the Qty box to the right to increase the quantity, it should charge you for a new clip and another set of rounds to fill it.  If you are in Create mode and click Add Gear to add a new clip, it should charge you 5 nuyen for an empty clip.  If you're in Career mode and select the clip and then click the green plus button on the right to buy more ammunition, it will pop up the select gear dialog... if you then select the spare clip again, it will add a full extra clip AND the rounds for it.   

And then there's option number four and this is probably what's happening... if you are in career mode, have a clip with rounds in it, click Add Gear, and then select Spare Clip. Two things can happen here... By default, there's a check box on the Select Gear dialog labeled "Stack".  If you click Ok with this checkbox checked, it assumes you're wanting to stack this item with the others you have.  So it will find you have a clip for that gun and it has rounds in it and will buy the new clip and the rounds to go with it and increment the number of clips of that type that you have.  If you uncheck the Stack checkbox, it will buy a brand new clip marked for that firearm but with no rounds in it and it will list it separately.

If you're getting some other result or going about some other set of steps, let me know where you're getting different results and I'll do my best to figure it out.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Lusis on <08-10-14/1818:21>
Do this:
1. Buy a Yamaha Raiden.
2. Add Ammo under the Gear tab (lets say 60 APDS for an assault rifle)
3. Add Spare Clip as a plugin to ammo, select (Yamaha Raiden)
4. watch your nuyen plummet from a couple hundred to 1200.

This is in Create Mode.

 
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-10-14/1956:56>
Do this:
1. Buy a Yamaha Raiden.
2. Add Ammo under the Gear tab (lets say 60 APDS for an assault rifle)
3. Add Spare Clip as a plugin to ammo, select (Yamaha Raiden)
4. watch your nuyen plummet from a couple hundred to 1200.

This is in Create Mode.

Ok, I think I've got it. Steps two and three are reversed.

1. Buy a Yamaha Raiden
2. Add a Spare Clip under the Gear tab.
3. Add 60 APDS as a plugin to the Spare Clip. (the spare clip is the container to which you're adding the 60 ammo)
4. At this point (starting with 6k nuyen) you should be at 2675 nuyen having spent 2600 on the assault rifle and 725 on one spare clip containing 60 APDS rounds.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Lusis on <08-10-14/2035:40>
Thanks.

Now it seems I can't add contacts in Prime Runner mode. I'm hitting the button but nothing is happening.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-10-14/2054:08>
Thanks.

Now it seems I can't add contacts in Prime Runner mode. I'm hitting the button but nothing is happening.

Fortunately (or unfortunately depending on your perspective), that one is a known issue.  I have a fix for it and it will be coming with the next build (5.136).  I was hoping to have that build out last night or even this morning but I've run into one particularly difficult to fix bug and I need to resolve it before I release the build.  I'm working as fast as I can to get it fixed and the build out.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Lusis on <08-10-14/2055:20>
No problem. Appreciate all the hard work!
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-11-14/1106:12>
A few fixes (including the much desired Contact fix) and a number of items relating around house rules including enemies and initiation/submersion during creation.  Also a big fix to match the RAW for Exceptional Attribute/Lucky and the ability to buy specializations with karma in create mode.  And a small enhancement that adds a list of suggested contacts when adding a new contact.  More on that to come...

Build 5.136 (beta)
- Due to popular request, Enemies are back again. These are not part of 5th Edition (at least not yet) so using them is a house rule.
- The Contacts/Enemies UI has been updated to use tabs rather than being stacked.  This gives a little more room for both contacts and enemies.
- Contacts now show a dropdown list for the name allowing you to enter your own contact information or select one from a list. As of yet, Enemies have no options in the list but this will be added at a later date (suggestions welcome).
- Added logging to the update function. Hopefully this will be helpful in tracking down issues when downloading updates.
- Removed a possible bug that could cause the update to go into a loop.
- Added a new Buy With Karma checkbox to each of the Active and Knowledge skills in Creation mode that allows you to buy the specialization with karma instead of skill points.
- Added tooltips to the house rules on the options dialog to help explain which each house rule does.
- Added a house rule to the Options dialog that will allow Initiation and Submersion during Create mode.
- As it was pointed out to me that I missed the sentence on page 66 that explicitly allows spending Attribute Points on the bonus point granted by Exceptional Attribute or Lucky, I've removed the house rules relating to Exceptional Attribute and am now following the rules as specified.  Sorry for any confusion.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Chaozmager on <08-11-14/1233:26>
Minor bug but the tooltip for the house rule "Use Cyberleg Stats for Movement" comes up with the wrong tooltip and says "Enabling this house rule allows Knucks to benefit from bonuses that apply to unarmed attacks including DV bonuses." Only a minor bug though :D
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-11-14/1244:04>
Minor bug but the tooltip for the house rule "Use Cyberleg Stats for Movement" comes up with the wrong tooltip and says "Enabling this house rule allows Knucks to benefit from bonuses that apply to unarmed attacks including DV bonuses." Only a minor bug though :D

D'oh! I'll get it fixed for the next build...
Title: Re: Chummer for 5th Edition - public BETA available
Post by: twoheadedboy on <08-11-14/1525:35>
I'm seeing a strange issue. I'm creating a Mystic Adept with two existing levels of Mystic Armor. I then purchase and bind a Force 4 Qi Focus and select Mystic Armor. From then on, whenever I save, close, and reload the character, I find I have an extra Power Point that I have to continually assign to Mystic Armor. The other Qi Foci I purchase work fine, including one that gives my character Enhanced Perception. Any idea why this might be happening? Is this happening to anyone else?

Just making sure my post doesn't get lost. I can supply my character file if necessary. I can also try and figure out the simplest recreate steps.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Lusis on <08-11-14/1836:08>
SWAT armor is listed with the Restrictive feature,  which isn't in the entry in R&G (pg. 70). Is is restrictive in some errata?
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Darq on <08-13-14/1931:18>
App is genius! Thank you. I was working on a C# app to run games with. I am setting to scrapping your XML as we speak err type...
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-13-14/2058:10>
App is genius! Thank you. I was working on a C# app to run games with. I am setting to scrapping your XML as we speak err type...

Glad they're useful to you and that you're liking the app.

SWAT armor is listed with the Restrictive feature,  which isn't in the entry in R&G (pg. 70). Is is restrictive in some errata?


No... unfortunately that one is on me. I'll get it fixed for the next build.

I'm seeing a strange issue. I'm creating a Mystic Adept with two existing levels of Mystic Armor. I then purchase and bind a Force 4 Qi Focus and select Mystic Armor. From then on, whenever I save, close, and reload the character, I find I have an extra Power Point that I have to continually assign to Mystic Armor. The other Qi Foci I purchase work fine, including one that gives my character Enhanced Perception. Any idea why this might be happening? Is this happening to anyone else?

Just making sure my post doesn't get lost. I can supply my character file if necessary. I can also try and figure out the simplest recreate steps.

I've been able to duplicate the bug you've described... I'll get a fix for it as quickly as I can.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Vale on <08-13-14/2144:08>
Just a little notice from random character gen. Synaptic boosters and reaction enhancers don't stack. Same should go for Wired reflexes.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: ZeConster on <08-13-14/2315:04>
Just a little notice from random character gen. Synaptic boosters and reaction enhancers don't stack. Same should go for Wired reflexes.
Unless you have your reaction enhancers and wired reflexes in wireless mode - then they do stack, and the combined Reaction bonus can apparently exceed the augmented maximum of +4.[p455]
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Malevolence on <08-14-14/0006:31>
Just a little notice from random character gen. Synaptic boosters and reaction enhancers don't stack. Same should go for Wired reflexes.
Unless you have your reaction enhancers and wired reflexes in wireless mode - then they do stack, and the combined Reaction bonus can apparently exceed the augmented maximum of +4.[p455]
I'm pretty sure he was saying that Synaptic boosters do not stack with Reaction Enhancers, and also that Synaptic Boosters do not stack with Wired Reflexes, which is true regardless of whether they have wireless enabled. Only Wired Reflexes and Reaction Enhancers stack when wireless enabled. Synaptic Boosters should never stack with anything (except drugs I suspect).
Title: Re: Chummer for 5th Edition - public BETA available
Post by: adzling on <08-14-14/0122:17>
hey Adam in the latest version of Chummer Voice Control is not adding to my social limit.
It was in previous versions.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-14-14/0701:02>
hey Adam in the latest version of Chummer Voice Control is not adding to my social limit.
It was in previous versions.

I just checked my local build and it's adding to the social limit (even doing the +1 per rating). If the character you're testing on was created previous to the most recent build, try removing and re-adding the Voice Control power.  As best as I can tell this hasn't changed since build 5.126 so if that doesn't do the trick, please send me a copy of the character so I can try to figure out what's breaking here.

Just a little notice from random character gen. Synaptic boosters and reaction enhancers don't stack. Same should go for Wired reflexes.
Unless you have your reaction enhancers and wired reflexes in wireless mode - then they do stack, and the combined Reaction bonus can apparently exceed the augmented maximum of +4.[p455]
I'm pretty sure he was saying that Synaptic boosters do not stack with Reaction Enhancers, and also that Synaptic Boosters do not stack with Wired Reflexes, which is true regardless of whether they have wireless enabled. Only Wired Reflexes and Reaction Enhancers stack when wireless enabled. Synaptic Boosters should never stack with anything (except drugs I suspect).

True... and I'll take a look. I'm going to have to ponder how to resolve this one because it's not a really easy thing to fix. It probably won't be fixed in the next build but I'll see what I can do.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: martinchaen on <08-14-14/0812:47>
Just a little notice from random character gen. Synaptic boosters and reaction enhancers don't stack. Same should go for Wired reflexes.
Unless you have your reaction enhancers and wired reflexes in wireless mode - then they do stack, and the combined Reaction bonus can apparently exceed the augmented maximum of +4.[p455]
I'm pretty sure he was saying that Synaptic boosters do not stack with Reaction Enhancers, and also that Synaptic Boosters do not stack with Wired Reflexes, which is true regardless of whether they have wireless enabled. Only Wired Reflexes and Reaction Enhancers stack when wireless enabled. Synaptic Boosters should never stack with anything (except drugs I suspect).

True... and I'll take a look. I'm going to have to ponder how to resolve this one because it's not a really easy thing to fix. It probably won't be fixed in the next build but I'll see what I can do.
[/quote]
I wouldn't worry too much about this one, Adam. As far as I'm concerned, you've got two ways to approach this:

1. Don't do anything
This is a perfectly valid option to my mind; players and GMs both should know that these don't stack, and as long as you cap the maximum Initiative Dice at 5 it's all good.

2. Make Synaptic Boosters incompatible with Wired Reflexes and Reaction Enhancers, as per the book
In other words, if you add one you can't add the other. As far as I know this is a much stricter interpretation, and I don't think the book technically disallows you from adding all three to a character, but you won't gain the benefits from synaptic boosters and Reaction Enhancers/Wired Reflexes, so why on earth would anyone spend that kind of money? I think this is an equally good solution, and should be easy to implement with the current XML rules I've seen for other gear.

My 2¥...
Title: Re: Chummer for 5th Edition - public BETA available
Post by: adzling on <08-14-14/1020:41>
I think it's because the Voice Control is being granted by Raven mentor spirit.


hey Adam in the latest version of Chummer Voice Control is not adding to my social limit.
It was in previous versions.

I just checked my local build and it's adding to the social limit (even doing the +1 per rating). If the character you're testing on was created previous to the most recent build, try removing and re-adding the Voice Control power.  As best as I can tell this hasn't changed since build 5.126 so if that doesn't do the trick, please send me a copy of the character so I can try to figure out what's breaking here.

Just a little notice from random character gen. Synaptic boosters and reaction enhancers don't stack. Same should go for Wired reflexes.
Unless you have your reaction enhancers and wired reflexes in wireless mode - then they do stack, and the combined Reaction bonus can apparently exceed the augmented maximum of +4.[p455]
I'm pretty sure he was saying that Synaptic boosters do not stack with Reaction Enhancers, and also that Synaptic Boosters do not stack with Wired Reflexes, which is true regardless of whether they have wireless enabled. Only Wired Reflexes and Reaction Enhancers stack when wireless enabled. Synaptic Boosters should never stack with anything (except drugs I suspect).

True... and I'll take a look. I'm going to have to ponder how to resolve this one because it's not a really easy thing to fix. It probably won't be fixed in the next build but I'll see what I can do.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: twoheadedboy on <08-14-14/1102:37>
I'm seeing a strange issue. I'm creating a Mystic Adept with two existing levels of Mystic Armor. I then purchase and bind a Force 4 Qi Focus and select Mystic Armor. From then on, whenever I save, close, and reload the character, I find I have an extra Power Point that I have to continually assign to Mystic Armor. The other Qi Foci I purchase work fine, including one that gives my character Enhanced Perception. Any idea why this might be happening? Is this happening to anyone else?

Just making sure my post doesn't get lost. I can supply my character file if necessary. I can also try and figure out the simplest recreate steps.

I've been able to duplicate the bug you've described... I'll get a fix for it as quickly as I can.

Thanks a whole bunch! I love this generator, by the way. As a software quality engineer, I appreciate how hard you're working to make it bug-free; lots of devs out there would go, "Meh," and table a bunch of stuff.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: adzling on <08-14-14/1105:00>
having problems with Sensor housing.
Added a Sensor array to my helmet but then I can't seem to find a way to add any actual sensors to the array.
Any ideas?
thanks
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Malevolence on <08-14-14/1355:10>
Right click on the sensor housing and choose "Add as Plugin" then choose the sensors from the sensor function of the gear selection window.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: adzling on <08-14-14/1555:24>
That did it!
thanks
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Davidvs on <08-15-14/0028:55>
I have had issued with the formatting in the character creation skill screen since the last update. For whatever reason it will not scroll down to all the skills any longer. It stops at about stealth. I have tried to raise/lower the Knowledge Skill bar (making that box bigger or smaller) and it doesn't help.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Malevolence on <08-15-14/0409:15>
This probably isn't the issue, but as a troubleshooter I tend to start with the simple/obvious stuff. Have you tried clicking somewhere outside of a text entry field before scrolling, or scrolling using the scroll bar? Just asking because I often get frustrated when I use the scroll wheel and nothing moves because it is cycling a number entry field.

Either way, I don't have that problem, so if it isn't caused by cursor location, it might be something else on your system causing problems.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Davidvs on <08-15-14/1958:08>
Thanks, I tried all that and nothing helped. The scroll bar will not let it go past sneaking. However, as a work around, I can lower the Knowledge Bar all the way to the bottom and then it will show past sneaking to Unarmed Combat.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Malevolence on <08-16-14/0433:02>
I think I see what you mean. Even if you enlarge the window to full screen, the scroll list for the skills doesn't grow (even though its containing panel does). Well, it does grow, but only horizontally when it has enough room to add a new column, which is not easy to read because the columns aren't separated by a line so they are hard to tell apart.

But my scroll bar works, so I never had to resize the window to view all the skills. Maybe Adam will have a better idea of the problem.

In the meantime, the left dropdown in the top right of the list panel allows you to filter the skills that are displayed, which might make it easier to work with them without a functional scroll bar.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Iridios on <08-16-14/0749:48>
It has something to do with the main window size.  If i resize the window to take less screen space then the bottom of both the skill list and the skill group list are cut off.  Also, if I adjust the separator between the Active and Knowledge skill panels The Show All Active Skills button and Add Exotic Skill buttons move with the separator.  Move the separator up and the buttons disappear move the line down and the buttons float over the Active skill listing.  If you resize the window, the distance between the buttons and the separator is adjusted but they still appear to be tied together.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-18-14/0716:02>
Sorry I've been quiet folks...  My husband injured his knee and I've been a bit busier than usual taking care of him while he gets through his initial recovery.

I've been working on a build during what time I've had available and am intending to get a new build out in the next day or two (I hope).  Thank you all for your patience.

Adam
Title: Re: Chummer for 5th Edition - public BETA available
Post by: twoheadedboy on <08-18-14/1250:45>
Sorry I've been quiet folks...  My husband injured his knee and I've been a bit busier than usual taking care of him while he gets through his initial recovery.

I've been working on a build during what time I've had available and am intending to get a new build out in the next day or two (I hope).  Thank you all for your patience.

Adam

I hope he has a speedy recovery! Thanks for all of your hard work.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: martinchaen on <08-18-14/1345:47>
Sorry I've been quiet folks...  My husband injured his knee and I've been a bit busier than usual taking care of him while he gets through his initial recovery.

I've been working on a build during what time I've had available and am intending to get a new build out in the next day or two (I hope).  Thank you all for your patience.

Adam
Best wishes for a speedy recovery, indeed! Take your time; we're not going anywhere :)
Title: Re: Chummer for 5th Edition - public BETA available
Post by: adzling on <08-18-14/1421:18>
Family comes first!
and I have to say, once more for the record, your tireless work on Chummer 5 has been a godsend to our group.

We also have Herolab but prefer Chummer as it has all the most recent content and you are astoundingly responsive to community input.

pees out
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Davidvs on <08-18-14/1608:01>
Best wishes on his speedy recovery and thanks for everything you do/have done!
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-18-14/2100:03>
Many thanks for the best wishes for my hubby's speedy recovery. He's doing well and is staying propped up in his favorite chair with his leg in a brace (he sprained his knee more or less but it's all soft tissue damage so he should be up and about again soon).

For this build I got a fair number of bugs fixed and updated contacts further by adding a few new fields.  I'm working on new character sheets but they're not quite ready for prime time so I didn't include them in this build. We've also got fresh German translations courtesy of Geg. And speaking of German, I've also added a new "book" containing the items from the German translation of the Shadowrun core book that differ from the English version. Hopefully this will make it easier to use whichever version your table is using.

Build 5.137 (beta)
- Before anything else, I want to thank Geg (chummer5de@gmail.com) for going above and beyond working on the German translation for Chummer. A very large part of Chummer's data files have been translated into German by Geg over the last week and I cannot thank him enough for taking it upon himself to do this.
- In order to resolve differences between the English and German printings, I've added a new book entitled "Shadowrun 5th Edition (German)".  I've attached to this book the German versions of the Raven Mentor Spirit and Skilljack Cyberware.  This should allow German players to use the versions printed in their books and other players to use them if their group is treating those rules as errata to the English book.
- Updated Contacts by splitting the Name field into three fields: Name, Location, and Archetype. The dropdown has been moved to Archetype. Any existing Contacts will show any existing info under Name.  The character sheets have been updated to show the new Contact fields.
- Updated the Ultimax Rain Forest Carbine to use the updated stats provided in the Missions FAQ Update version 1.1.1.
- Removed the Restrictive quality from SWAT Armor that was there in error.
- Fixed a bad tooltip for the Cyberlegs house rule.
- Fixed the price for the Horizon Flying Eye with the Flash Pak and Smoke Grenade option.
- Fixed a bug that was ignoring book selections when showing the list of mentor spirits.
- Fixed the AP modifier for Gel Rounds.
- Changed the Gecko Grip weapon modification to not require that the weapon have a Stock slot.
- Added the missing Strike the Darkness and Neijia Martial Art Techniques.
- Fixed the price of the Armanté Suit and Dress.
- Fixed a formatting problem with the skills list so that the list should now scroll properly.
- Fixed a bug preventing leftover nuyen from being carried over after character creation.
- Added the ability to enter notes for Martial Art Techniques which are also shown on the character sheet.
- Added the Custom Tradition to Career mode.
- Fixed the Drain Resist dice pool for limited spells.
- Fixed the armor calculation for stacking armor including occasionally stacking items like the Mortimer's High-Fashion armor.
- Fixed a bug that would prevent adding the free adept powers granted by a mentor spirit if in Career mode.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: LonePaladin on <08-18-14/2302:14>
Awesome work, as always. I'm about to start playing SR after a long hiatus, so I'm really glad to see that Chummer is still active. I have a couple requests (naturally):

1. When you buy spare clips as an accessory for a firearm, it only lets you buy one at a time, and lists each one separately. Can you activate the quantity field, so it acts like the same item in the Gear page?

2. Is there a way to limit the skill listing on the printed sheet so that it hides zero-rank skills? I would also like to see an option that renders the text of these skills in gray; this would let you have every skill on the list still, but the ones you actually know would pop out more.

3. Is there a way to add the descriptive text for items in Chummer's data? I'm not asking for these things to be filled in already — I know you can't. I'd like the option to manually add the descriptions for gear, qualities, etc. so that I can save myself page-flipping time later.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Ariketh on <08-19-14/0111:19>
Awesome work, as always. I'm about to start playing SR after a long hiatus, so I'm really glad to see that Chummer is still active. I have a couple requests (naturally):

1. When you buy spare clips as an accessory for a firearm, it only lets you buy one at a time, and lists each one separately. Can you activate the quantity field, so it acts like the same item in the Gear page?

2. Is there a way to limit the skill listing on the printed sheet so that it hides zero-rank skills? I would also like to see an option that renders the text of these skills in gray; this would let you have every skill on the list still, but the ones you actually know would pop out more.

3. Is there a way to add the descriptive text for items in Chummer's data? I'm not asking for these things to be filled in already — I know you can't. I'd like the option to manually add the descriptions for gear, qualities, etc. so that I can save myself page-flipping time later.

I can't help you with 1 or the second part of 2, but the first part of 2 and 3 are already options. :)

For 2, Tools, Options, Character and Printing tab. Uncheck "Print all Active Skill with a total score higher than 0." When you print your character after that, it will only show skills you have points in.

For 3, it's the same tab. "Print Notes" needs to be checked. In most places (spells, qualities, gear), you can right click on the item and click the notes option. Fill in text, then red x to close. Anything with an attached note will turn red. When you print, the notes will be printed just below the line item in question.

-Ariketh
Title: Re: Chummer for 5th Edition - public BETA available
Post by: LonePaladin on <08-19-14/0503:37>
I can't help you with 1 or the second part of 2, but the first part of 2 and 3 are already options. :)
Regarding #3, I'm actually looking for something that is persistent between characters. Specifically, I'm looking for the ability to input an item's description and have it show up on the selection screen (in the area that shows the source and page number). This isn't something that would turn up in a printout, it's just on the creation/update side.

That being said, the ability to add a persistent note to an item might help too. That way you can put in shorthand notes that you know you'll be needing at the table. Perhaps there could be a way to add <description> and <note> tags, and let people make up override files to do this.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: adzling on <08-19-14/1120:41>
Hey Adam did you see the armor mods available in run and gun on page 84?
They outline the capacity costs to integrate equipment into your armor (NOT armor enhancement which you already have).
For example 2 capacity to add a gas mask to armor.

Can you implement these items when you get a chance (I really want to add a gas mask to my helmet)?

thanks!
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-19-14/1150:43>
Hey Adam did you see the armor mods available in run and gun on page 84?
They outline the capacity costs to integrate equipment into your armor (NOT armor enhancement which you already have).
For example 2 capacity to add a gas mask to armor.

Can you implement these items when you get a chance (I really want to add a gas mask to my helmet)?

thanks!

You should be able to do that right now.  Go to the armor tab and add a helmet. Right click on the helmet and select Add Gear. You should be able to add most anything you like including Gas Masks and it will use the capacity listed for the item.  Let me know if that's not working for you.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: adzling on <08-19-14/1224:39>
oops your right Adam, thanks. My problem is that I am running windoze via parallels on my mac and unless I hook up an external mouse I can't get the right click to work in windows.
Which I keep forgetting....

one exceedingly minor error...
when you install tailored pheromones the social limit modifier it adds notes that it only works when subjects can smell you.
while this is true for the skill add the social limit modifier affects the person who owns the tailored pheromones, not the subject.
so per the core book you get the social limit modifier even if the people you are interacting with can't smell you.

thanks again superb work

Title: Re: Chummer for 5th Edition - public BETA available
Post by: Ariketh on <08-20-14/1227:05>
I can't help you with 1 or the second part of 2, but the first part of 2 and 3 are already options. :)
Regarding #3, I'm actually looking for something that is persistent between characters. Specifically, I'm looking for the ability to input an item's description and have it show up on the selection screen (in the area that shows the source and page number). This isn't something that would turn up in a printout, it's just on the creation/update side.

It's up to Adam.... but if I were he, I wouldn't do it.

If it's for easy reference, you can link pdfs to Chummer in the options menu. (Since most SR books are in pdf format, that's handy.) After it's linked, you can click on those book & page numbers and have the entry come up in the PDF for reference. Obviously, it isn't all that helpful if you only have the dead tree version.

The reason stuff is missing descriptions in the first place and you can link to pdfs is that the original creator of Chummer didn't want to deal with copyright infringement issues. There have been issues in the past. It's just not worth it. Especially when the program is already in a gray area.

Related to the last point, if those descriptions were added directly to the data files and the item entries, you have two problems. First, that file can be distributed and you run into possible copyright infringement issues again. Second, any time Chummer updates that file, your entries would be overwritten. (But you seem to be aware of that, based on the next part.)

That being said, the ability to add a persistent note to an item might help too. That way you can put in shorthand notes that you know you'll be needing at the table. Perhaps there could be a way to add <description> and <note> tags, and let people make up override files to do this.

This one makes me uncomfortable. It's essentially a work around to the 'no description' issue. Again, copyright infringement possibilities open up. If Chummer were a fully license product, I'd say your ideas were great. But it's not, and I'd rather not have Chummer go away because a bean counter and/or lawyer decides Chummer is treading on thin ice and throws out a C&D.

For a similar situation, look at the CBLoader for WotC's 4e downloadable character creator. They were in a similar situation and WotC said something at some point. The wiki even goes so far to say "Those mods are available out there, but this wiki is not a platform to distribute Wizards of the Coast's copyrighted material."

-Ariketh
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-20-14/1329:32>
There's been a heavy discussion going on around two points so let me jump in...

Character sheets... I'm in the middle of a HUGE overhaul of the character sheets including creating (at least) three brand new sheets.  It's one of the reasons I've been so slow posting updates for the last week or so because most of the time I'm able to spend on Chummer has been on those sheets.  And while I'll be pushing updates now and then, those sheets don't get released until they're all ready.  But I really like your idea of showing defaulting skills differently... I'm probably going to use that, thank you!

Book text... Unfortunately Ariketh is right.  I'm very limited as to what I can do to directly include or even support standardized inclusion of text directly from the books. If I added the ability for you or other users to enter the book text and have it persistent between characters, it would only be a matter of time before those files got shared around.  And once they did, Catalyst would have no choice but to defend their IP.  Even if they like what Chummer's doing for their fan base, if they don't defend their IP they lose it so they'd have no choice at all.

I carried forward Nebular's code that allows linking Chummer to your pdf copies of the books so you can directly to the page in question from any item in Chummer.  Part of that is to encourage people to buy the books. I joke that I want people to buy the books so Catalyst is really successful and publishes more Shadowrun material and thus I have more awesome Shadowrun stuff to play with.... all totally selfish on my part.  ;)

I don't mention them much because I don't want people to think there's some sort of rivalry but if you're needing that book text inside your character generator, Hero Lab is a great option. Lone Wolf (the makers of Hero Lab) has a licensing agreement with Catalyst so they can use the book text word for word, something I can't do.

So as much as I try to take feature requests and run with them... including book text or making provision for players to include book text and potentially share it is something I can't do.  Sorry...
Title: Re: Chummer for 5th Edition - public BETA available
Post by: maquise on <08-20-14/2111:30>
I'm a little confused about something. I'm trying to build a cyberzombie character, and it says I need an invoked memory stimulator, but I can't find it anywhere.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-20-14/2147:14>
I'm a little confused about something. I'm trying to build a cyberzombie character, and it says I need an invoked memory stimulator, but I can't find it anywhere.

In which book are you finding rules for a cyberzombie?
Title: Re: Chummer for 5th Edition - public BETA available
Post by: maquise on <08-20-14/2150:42>
Oop, got confused. Still new to the system.

I've got Augmentation for 4th edition; was just using the same rules. They haven't updated it yet.

Though I'd recommend removing that button unless they do update the rules.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Eight Bit on <08-21-14/0259:24>
Went to print out a character sheet and got this:


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

************** Exception Text **************
System.FormatException: Input string was not in a correct format.
   at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
   at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)
   at System.Convert.ToInt32(String value)
   at Chummer.Gear.get_OwnCost()
   at Chummer.Gear.Print(XmlTextWriter objWriter)
   at Chummer.Character.PrintToStream(MemoryStream objStream, XmlTextWriter objWriter)
   at Chummer.Character.Print(Boolean blnDialog)
   at Chummer.frmCreate.tsbPrint_Click(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripButton.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.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.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: 4.0.30319.18444 built by: FX451RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Chummer5
    Assembly Version: 0.0.5.133
    Win32 Version: 0.0.5.133
    CodeBase: file:///C:/Users/Andross/Desktop/Chummer5/Chummer5.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
    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: 4.0.30319.18408 built by: FX451RTMGREL
    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: 4.0.30319.18408 built by: FX451RTMGREL
    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: 4.0.30319.18408 built by: FX451RTMGREL
    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: 4.0.30319.18408 built by: FX451RTMGREL
    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: 4.0.30319.18408 built by: FX451RTMGREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Data.SqlXml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Data.SqlXml/v4.0_4.0.0.0__b77a5c561934e089/System.Data.SqlXml.dll
----------------------------------------
System.Xml.Xsl.CompiledQuery.1
    Assembly Version: 0.0.0.0
    Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Data.SqlXml/v4.0_4.0.0.0__b77a5c561934e089/System.Data.SqlXml.dll
----------------------------------------
Microsoft.mshtml
    Assembly Version: 7.0.3300.0
    Win32 Version: 7.0.3300.0
    CodeBase: file:///C:/Windows/assembly/GAC/Microsoft.mshtml/7.0.3300.0__b03f5f7f11d50a3a/Microsoft.mshtml.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.


in response from my computer. The odd thing is that I can print an almost exact copy of this character that only has a different set of NQ's and a different name/save file. Not sure what it means and I can give you more information if you need it.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: SmilinIrish on <08-21-14/0307:15>

I carried forward Nebular's code that allows linking Chummer to your pdf copies of the books so you can directly to the page in question from any item in Chummer.  Part of that is to encourage people to buy the books. I joke that I want people to buy the books so Catalyst is really successful and publishes more Shadowrun material and thus I have more awesome Shadowrun stuff to play with.... all totally selfish on my part.  ;)

/quote]


How do you do this?
Title: Re: Chummer for 5th Edition - public BETA available
Post by: LonePaladin on <08-21-14/0514:56>
If it's for easy reference, you can link pdfs to Chummer in the options menu. (Since most SR books are in pdf format, that's handy.) After it's linked, you can click on those book & page numbers and have the entry come up in the PDF for reference. Obviously, it isn't all that helpful if you only have the dead tree version.
I was totally unaware of this option. It took me a moment to get it set up right — I wasn't getting the option to find the PDF location until I actually clicked on the book in the list — but this gets me what I was looking for, an easy way to find the descriptions.

Being able to hot-link the PDF copies solves the reference issue, and keeps you safe from copyright problems. Well done!
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Iridios on <08-21-14/0519:09>

I carried forward Nebular's code that allows linking Chummer to your pdf copies of the books so you can directly to the page in question from any item in Chummer.  Part of that is to encourage people to buy the books. I joke that I want people to buy the books so Catalyst is really successful and publishes more Shadowrun material and thus I have more awesome Shadowrun stuff to play with.... all totally selfish on my part.  ;)



How do you do this?

On the menu open Tools>Options.

In the right hand pane there is a line that says "Location of PDF application" click the browse button and navigate to the executable of your PDF application (Adobe or similar)

Then highlight a book in the left hand pane.  With a book selected click the browse button for "PDF Location" and navigate to the PDF for that specific book.  Some books/applications don't have their page number properly formatted in the PDF app.  You can set the page offset using the Page Offset function.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: reyjinn on <08-21-14/1320:01>
Don't know if it has been mentioned before (could not find it by Ctrl+f on the print page) but it seems to me that Chummer is calculating limits wrong.

example:
A character with 4 Log, 5 Int and 6 Will
(4*2+5+6)=19
19/3=6.333
Roundup(6.333)=7

Chummer seems to be rounding down on that last step but all limit calculations should be rounded up [as per table on pg 101 in core, also text on pg 100] (big reason for getting that one point that takes you from e.g. 18 total to 19 total).
Title: Re: Chummer for 5th Edition - public BETA available
Post by: twoheadedboy on <08-21-14/1345:01>
Don't know if it has been mentioned before (could not find it by Ctrl+f on the print page) but it seems to me that Chummer is calculating limits wrong.

example:
A character with 4 Log, 5 Int and 6 Will
(4*2+5+6)=19
19/3=6.333
Roundup(6.333)=7

Chummer seems to be rounding down on that last step but all limit calculations should be rounded up [as per table on pg 101 in core, also text on pg 100] (big reason for getting that one point that takes you from e.g. 18 total to 19 total).

I think you're thinking of a ceiling function. Rounding up likely means that if you were equal or past 6.5, you'd hit 7; since you aren't, you're at six. That's how I understand it, anyway. The book itself doesn't make any distinction in terms of digits over/under five.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: reyjinn on <08-21-14/1352:36>
Don't know if it has been mentioned before (could not find it by Ctrl+f on the print page) but it seems to me that Chummer is calculating limits wrong.

example:
A character with 4 Log, 5 Int and 6 Will
(4*2+5+6)=19
19/3=6.333
Roundup(6.333)=7

Chummer seems to be rounding down on that last step but all limit calculations should be rounded up [as per table on pg 101 in core, also text on pg 100] (big reason for getting that one point that takes you from e.g. 18 total to 19 total).

I think you're thinking of a ceiling function. Rounding up likely means that if you were equal or past 6.5, you'd hit 7; since you aren't, you're at six. That's how I understand it, anyway. The book itself doesn't make any distinction in terms of digits over/under five.
You might certainly be right, I've always taken it to basically mean the ceiling function, otherwise why specify round UP. I saw it as the same terminology used in spreadsheet programs ROUNDDOWN() vs ROUNDUP().
Title: Re: Chummer for 5th Edition - public BETA available
Post by: ZeConster on <08-21-14/1421:00>
I think you're thinking of a ceiling function. Rounding up likely means that if you were equal or past 6.5, you'd hit 7; since you aren't, you're at six. That's how I understand it, anyway. The book itself doesn't make any distinction in terms of digits over/under five.
Taking the ceiling is what is typically meant with "round up". What you describe (round towards the nearest integer, with half being rounded up) is "round half up".
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-21-14/1452:01>
In programming terms, it's "ceiling". Per Shadowrun's core book on page 101, it's "round up". In either event in this case they mean the same thing.

Edit: Ok, I just tried making a character with the stats you specify (4 LOG, 5 INT, 6 WIL) and it's showing me a Mental Limit of 7. Exactly what it should.  Could you (reyjinn) email me a copy of your character so I can try to figure out what's going on?  srchummer5@gmail.com
Title: Re: Chummer for 5th Edition - public BETA available
Post by: reyjinn on <08-21-14/1504:37>
In programming terms, it's "ceiling". Per Shadowrun's core book on page 101, it's "round up". In either event in this case they mean the same thing.

Edit: Ok, I just tried making a character with the stats you specify (4 LOG, 5 INT, 6 WIL) and it's showing me a Mental Limit of 7. Exactly what it should.  Could you (reyjinn) email me a copy of your character so I can try to figure out what's going on?  srchummer5@gmail.com
No problem. I'll shoot you an e-mail with all relevant info that i can think of.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Ariketh on <08-21-14/1714:51>
While working on the custom armors in the other thread, I found some armor bugs:

Full Body Armor: Chem Seal and Full Body Armor: Environmental Adaptation should be mods specific to Full Body Armor and not separate armor, as they have availability modifications and not absolute values. (Much like there are specific weapon mods)

Spelling Error: Armadillow in Evo Armadillow Armored Spacesuit

Form Fitting Body Armor doesn't calculate correctly in total armor on the character sheet.

The Mortimer of London Greatcoat and Ulysses Coat should have a standalone value of 10 and the Argentum coat should have a value of 12, in addition to their stacking values of 3, 3, and 4 respectively.

-Ariketh
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-21-14/2022:47>
While working on the custom armors in the other thread, I found some armor bugs:

Full Body Armor: Chem Seal and Full Body Armor: Environmental Adaptation should be mods specific to Full Body Armor and not separate armor, as they have availability modifications and not absolute values. (Much like there are specific weapon mods)

Spelling Error: Armadillow in Evo Armadillow Armored Spacesuit

Form Fitting Body Armor doesn't calculate correctly in total armor on the character sheet.

The Mortimer of London Greatcoat and Ulysses Coat should have a standalone value of 10 and the Argentum coat should have a value of 12, in addition to their stacking values of 3, 3, and 4 respectively.

-Ariketh

I'll get those fixed as quickly as I can.  If you would, recheck the Mortimer of London coats and Form Fitting Body Armor because those were addressed in build 5.137 and should be working correctly now.  If there's still a problem, let me know because I'll probably need to get more info.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-21-14/2035:35>
I need a little help from you good folks...  I've been working on a prototype for a new character sheet during my little bits of downtime for the last week and I'm trying to make sure that what I'm building will actually work with real characters.  So I'm going to ask you guys to send in character files to me via email so I can both see how they'll apply to the prototype I've been working with and later down the line when I've got a working version I can use them to test with.

I have a very definite need for characters that are deckers or technomancers.

Thank you guys for your help...
Adam
srchummer5@gmail.com
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Ariketh on <08-21-14/2056:02>
I'll get those fixed as quickly as I can.  If you would, recheck the Mortimer of London coats and Form Fitting Body Armor because those were addressed in build 5.137 and should be working correctly now.  If there's still a problem, let me know because I'll probably need to get more info.

FFBA now works. I thought I had updated, and I hadn't. Sorry for that.

The coats are still buggy, but it's deceptive.

The armor value is fine if the coat is the only piece of armor in my inventory. The moment I add another piece of armor the coat armor drops to 3 (or 4) additional armor; regardless of which armor is equipped (or not). This is true regardless of the order in which the armor is purchased. The moment the other non-coat armor is deleted, the coat pops back up to 10 (or 12). Adding/removing additional armor beyond the first two won't update the coat armor either. There is also no difference if I use the 'unequip all' button or if I manually uncheck the equipped box(es).

Hope that helps.

-Ariketh
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-21-14/2246:02>
I'll get those fixed as quickly as I can.  If you would, recheck the Mortimer of London coats and Form Fitting Body Armor because those were addressed in build 5.137 and should be working correctly now.  If there's still a problem, let me know because I'll probably need to get more info.

FFBA now works. I thought I had updated, and I hadn't. Sorry for that.

The coats are still buggy, but it's deceptive.

The armor value is fine if the coat is the only piece of armor in my inventory. The moment I add another piece of armor the coat armor drops to 3 (or 4) additional armor; regardless of which armor is equipped (or not). This is true regardless of the order in which the armor is purchased. The moment the other non-coat armor is deleted, the coat pops back up to 10 (or 12). Adding/removing additional armor beyond the first two won't update the coat armor either. There is also no difference if I use the 'unequip all' button or if I manually uncheck the equipped box(es).

Hope that helps.

-Ariketh

Ok, let me make sure I'm understanding how those pieces are supposed to work.

If I put on the Argentum Coat by itself, 12 armor.
If I add a helmet, 14 armor (12 from the coat, 2 from the helmet).
Now let's add an Armor Vest.  At this point I should get 9 from the vest, 2 from the helmet, and 4 from the coat as it's no longer the main layer but just adding to it so a total of 15.

Basically, it's looking at your other armor pieces and if any of them are fixed values rather than additive (in other words if there are pieces that don't have an armor value starting with a "+"), then it uses the additive value for the coat rather than the fixed value.

Now there definitely is a bug in how it's treating armor that you own but don't have equipped.  I missed that entirely and will update the armor to ignore unequipped armor.

I'm not sure if I explained that well but let me know if you're seeing an error in my thinking.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Ariketh on <08-21-14/2347:58>
Basically, it's looking at your other armor pieces and if any of them are fixed values rather than additive (in other words if there are pieces that don't have an armor value starting with a "+"), then it uses the additive value for the coat rather than the fixed value.

Now there definitely is a bug in how it's treating armor that you own but don't have equipped.  I missed that entirely and will update the armor to ignore unequipped armor.

I'm not sure if I explained that well but let me know if you're seeing an error in my thinking.

Yep, you got it. The only bug is the unequipped armor one. Sorry I wasn't more clear.

-Ariketh
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-22-14/0717:41>
Just a small bug fix update.  I've been continuing to focus on the new character sheets and am slowly making progress.  Thank you to everyone who sent in character files for me to use in testing, they've been immensely helpful.  I can always use more and if anyone has a decker rather than technomancer, I'm still needing a few of those for testing.  Thank you!

Build 5.138 (beta)
- Fixed the spelling on the name of the Evo Armadillo Armored Spacesuit.
- Fixed the calculation of the Mortimer of London coats when dealing with unequipped armor.
- Updated Chem Seal and Environmental Adaptation for Full Body Armor to be mods for Full Body Armor rather than armors themselves.
- For the Translator: Fixed both the Page and Translated columns so that they correctly save changes.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Kincaid on <08-22-14/1004:56>
Mnemonic Enhancers don't seem to be adding their rating to knowledge and language skills or to the Mental Limit.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: TimTurry on <08-22-14/1403:46>
Fantastic work.  Setting the bar real high for future char gen software.

While on the subject of armors, armors that have armor and a modifier are only treated as their modifier.  Ex:
Mortimer of London: Argentum Coat is armor 10 or +3 if a modifier to other Mortimer armor worn.  When I wear it all my itself, it shows up as armor 4 (!).  In addition, it penalizes the agility if worn with a str of 1 (it should only do that when the modifier is used).    Also (piling on) it should add a +1 to social tests, and none of the Chr skill are modified by it.

Completely tangential: It would be great if the ammunition that you bought would be listed under the weapon, with it modification calculated.  Ex:  pistol with regular armor ap7; under it, AP ammunition is ap8 ...

bonus: I have 1 karma left at the end of char generation.  It is not listed on the character sheet.  Likewise current edge is blank.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Lusis on <08-22-14/1618:33>
Getting an error related to the Translator file when I try to update.

Here's the details:
Quote
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.FileNotFoundException: C:\Users\Home\Desktop\SHADOWRUN\Shadowrun 5th Edition\Chummer5\Translator.exe
   at System.Diagnostics.FileVersionInfo.GetVersionInfo(String fileName)
   at Chummer.frmUpdate.FetchXML()
   at Chummer.frmUpdate.frmUpdate_Load(Object sender, EventArgs e)
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ContainerControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18444 built by: FX451RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Chummer5
    Assembly Version: 0.0.5.137
    Win32 Version: 0.0.5.137
    CodeBase: file:///C:/Users/Home/Desktop/SHADOWRUN/Shadowrun%205th%20Edition/Chummer5/Chummer5.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
    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: 4.0.30319.18408 built by: FX451RTMGREL
    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: 4.0.30319.18408 built by: FX451RTMGREL
    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: 4.0.30319.18408 built by: FX451RTMGREL
    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: 4.0.30319.18408 built by: FX451RTMGREL
    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: 4.0.30319.18408 built by: FX451RTMGREL
    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.


Title: Re: Chummer for 5th Edition - public BETA available
Post by: nylanfs on <08-22-14/1858:12>
Adam I email you a copy of my decker named Codeswitch. Hope it helps.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Ariketh on <08-22-14/1928:38>
Getting an error related to the Translator file when I try to update.

I had the same issue. Assuming it was a quirk to my installation (since I have a bunch of custom stuff), I reinstalled and updated again. No errors after the fact.

-Ariketh
Title: Re: Chummer for 5th Edition - public BETA available
Post by: PiDub314 on <08-24-14/0502:38>
First off, awesome job and I love seeing Chummer updated for SR5!  Thanks to everybody that's put in work this project.

My searching of forums may have been unsuccessful and this may have already been brought up, but I'm finding some calculation errors for Street Cred, Notoriety and Public Awareness as of build 5.138.  In Career mode, looking at my Character Info tab, I see the following errors in the base scores (the ones you can mouse-over but not the adjustable fields):

1) Street Cred is rounding up/down based on the decimal of Karma/10.  According to the SR5 core book, this should always round down, pg372.

2) Notoriety seems to not be adjusted for qualities as listed on the core book, pg 372.  In my case, my character has an addiction that should be giving him 1 base point of Notoriety.

3) Public Awareness has a calculation on mouse-over of (Street Cred + Notoriety)/3.  I find no such formula in the core book, pg372-373.

I have not really gotten much time to access and peruse any additional rule books, so there are perhaps changes to these mechanics that I'm unaware of.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-24-14/0824:33>
Getting an error related to the Translator file when I try to update.

I had the same issue. Assuming it was a quirk to my installation (since I have a bunch of custom stuff), I reinstalled and updated again. No errors after the fact.

-Ariketh

In short, there was an error in the update code that I think I fixed in build 5.136. I'm keeping a really close eye on this issue meaning if you've fixed this issue by re-installing from the zip file and get it again come 5.139, I'll pull the Translator from the update until I can figure out how to resolve the issue.  The update code was designed to only download a single executable... Chummer itself. I've kinda had to work around a lot of code there to get it to download a second executable for the Translator and it's possible I've missed something even though I've been pouring over that code with a fine toothed comb.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Lusis on <08-24-14/0843:27>
Thanks Adam. Downloading a fresh install seemed to fix my issues also.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: fyrebug72 on <08-24-14/1036:57>
Can someone post a link to the current version download?
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Lusis on <08-24-14/1121:39>
Can someone post a link to the current version download?
It's in the first post.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Poindexter on <08-24-14/1328:03>
Don't know if this has been mentioned yet, but i found a math problem in chummer.

I took metatype A, human. After spending all my points and whatnot, i ended up with edge 8 (lucky) and magic 5. The counter on the side says i have 0 special points left to spend.
then i install a datajack. It doesn't drop my magic to 4 as it should, but it DOES tell me i've used one too many special points now and the counter shows -1. I remove and add the datajack and watch the special point counter move back and forth.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Sir_Prometheus on <08-25-14/1137:21>
Thanks again for your work with this.  Apologies if you've already been asked this, does Chummer 5 handle Ally spirits at all? 
Title: Re: Chummer for 5th Edition - public BETA available
Post by: MadDogMaddux on <08-25-14/1232:26>
Don't know if this has been mentioned yet, but i found a math problem in chummer.

I took metatype A, human. After spending all my points and whatnot, i ended up with edge 8 (lucky) and magic 5. The counter on the side says i have 0 special points left to spend.
then i install a datajack. It doesn't drop my magic to 4 as it should, but it DOES tell me i've used one too many special points now and the counter shows -1. I remove and add the datajack and watch the special point counter move back and forth.

I've had that experience too. Basically what you're seeing, is how Chummer5 is handling that rule. Instead of just eating your magic, it's eating your Special Points. Probably not perfect, but it's the same end result. Just lower the number of special points you spent on Magic and it'll come out even.

Though I would agree that it'd be great if it could be handled more directly in future patches. It was very confusing for me until I figured out what was going on.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Suthainn on <08-25-14/1312:26>
Love all the work you're putting into this Adam it's such a help with creating characters, so many, many thanks!

Also, I think I found an issue with Martial Arts, you're allowed to take the same technique from different styles which you know according to R&G p128 (but with a limit of a +2 bonus/reduction total), however if I try to add two martial arts that allow access to the same technique I can only add the technique to one of them in Chummer.

Thanks again, looking forwards to the character sheet update whenever it arrives! :)
Title: Re: Chummer for 5th Edition - public BETA available
Post by: MadDogMaddux on <08-25-14/1341:31>
Love all the work you're putting into this Adam it's such a help with creating characters, so many, many thanks!

Thanks again, looking forwards to the character sheet update whenever it arrives! :)

All this. +1

Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-25-14/1420:35>
First off, awesome job and I love seeing Chummer updated for SR5!  Thanks to everybody that's put in work this project.

My searching of forums may have been unsuccessful and this may have already been brought up, but I'm finding some calculation errors for Street Cred, Notoriety and Public Awareness as of build 5.138.  In Career mode, looking at my Character Info tab, I see the following errors in the base scores (the ones you can mouse-over but not the adjustable fields):

1) Street Cred is rounding up/down based on the decimal of Karma/10.  According to the SR5 core book, this should always round down, pg372.

2) Notoriety seems to not be adjusted for qualities as listed on the core book, pg 372.  In my case, my character has an addiction that should be giving him 1 base point of Notoriety.

3) Public Awareness has a calculation on mouse-over of (Street Cred + Notoriety)/3.  I find no such formula in the core book, pg372-373.

I have not really gotten much time to access and peruse any additional rule books, so there are perhaps changes to these mechanics that I'm unaware of.

I'll be honest and say I hadn't taken as close a look as I probably should have at Street Cred, Notoriety, and Public Awareness so they're probably exhibiting behavior more appropriate to 4th Edition.  I'll add those to the list before review for the next patch.

Thanks again for your work with this.  Apologies if you've already been asked this, does Chummer 5 handle Ally spirits at all? 

Not really. I left in place the code from 4th Edition that allows creating characters and critters using the karma system but I've barely looked at it so while it's there, I suspect there are a LOT of problems in it that I need to address.  But... part of what I'm working on for the new character sheets is adding in the things Chummer needs to support those sheets and one of those is better support for bound spirits including ally spirits. Once that code is in place, Chummer will track your bound spirits' stats as part of your character and they will show up on your character sheet.  It's a fair amount of work though so it may be a week or two before it's ready for me to release.

Don't know if this has been mentioned yet, but i found a math problem in chummer.

I took metatype A, human. After spending all my points and whatnot, i ended up with edge 8 (lucky) and magic 5. The counter on the side says i have 0 special points left to spend.
then i install a datajack. It doesn't drop my magic to 4 as it should, but it DOES tell me i've used one too many special points now and the counter shows -1. I remove and add the datajack and watch the special point counter move back and forth.

I've had that experience too. Basically what you're seeing, is how Chummer5 is handling that rule. Instead of just eating your magic, it's eating your Special Points. Probably not perfect, but it's the same end result. Just lower the number of special points you spent on Magic and it'll come out even.

Though I would agree that it'd be great if it could be handled more directly in future patches. It was very confusing for me until I figured out what was going on.

Correct. Right now if you're in Creation mode it will respond to an essence drop by trying to spend more special attribute points to maintain your current Magic/Resonance score. I can take a different approach but the general rule all of the points related items use is to allow the player to exceed the limits but validate when creating the character.  This is because you'll often tweak the character and it comes down to do you subtract first and then add or add first knowing you're about to subtract elsewhere.

Love all the work you're putting into this Adam it's such a help with creating characters, so many, many thanks!

Thanks again, looking forwards to the character sheet update whenever it arrives! :)

All this. +1

It's still very much a work in progress but you'll find a PDF mock-up of what I'm currently working on for the new main character sheet at this link: https://drive.google.com/file/d/0B1j5wMS6KHqMMHllcFkyTF8yQ0U/edit?usp=sharing

The final won't be as long because it won't have as many sections (no character will have spells, cyberware, decking, rigging, and adept powers all at once... at least I hope not and if you do a long character sheet is the least of your worries).  Also this mock-up isn't intended to show page breaks and I may move some of the sections around.  It's only intended to show what kind of information I'm intending on showing on the new sheet and the rough format.

I'm also working on a new GM summary sheet intended both for the players to give to their GM and for the GM to use for NPCs. And lastly I'm creating a new text only sheet that is nearing completion that is intended for posting to forums such as this and will have options to use BBCode formatting (for both here and Dumpshock).  I have a few more plans for these sheets but they're more long term including being able to paste the text only version back into Chummer and have it recreate the character from the text and I've also been considering a Google Doc output but don't know if that one is even reasonably possible for me.  For now, I'm just focusing on the three new sheets and what I need to do to Chummer to make them work.

I'm going to try to get another bug fix build out in a few days just so I don't leave bugs waiting too long but most of my attention right now is on the new sheets.  Feel free to share your thoughts.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: MadDogMaddux on <08-25-14/1438:59>
We need to find a Java Decker to team you up with. I'd LOVE to have an option to run Chummer5 on my Android, or at least to export an interactive character sheet to my phone. #pipedreaming
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Malevolence on <08-25-14/1855:17>
The final won't be as long because it won't have as many sections (no character will have spells, cyberware, decking, rigging, and adept powers all at once...

Challenge Accepted!  :P
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Namikaze on <08-25-14/1907:46>
We need to find a Java Decker to team you up with. I'd LOVE to have an option to run Chummer5 on my Android, or at least to export an interactive character sheet to my phone. #pipedreaming

There was an app for Chummer 4 called Mobile Runner.  You might see about reaching out to that developer.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-25-14/1919:05>
We need to find a Java Decker to team you up with. I'd LOVE to have an option to run Chummer5 on my Android, or at least to export an interactive character sheet to my phone. #pipedreaming

There was an app for Chummer 4 called Mobile Runner.  You might see about reaching out to that developer.

I already have.  He told me that he was interested in the project and was going to take a shot but that was about 3 weeks ago or more and I haven't heard back from him since.  Was intending on touching base with him again soon.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: justkelly on <08-25-14/2010:37>

It's still very much a work in progress but you'll find a PDF mock-up of what I'm currently working on for the new main character sheet at this link: https://drive.google.com/file/d/0B1j5wMS6KHqMMHllcFkyTF8yQ0U/edit?usp=sharing (https://drive.google.com/file/d/0B1j5wMS6KHqMMHllcFkyTF8yQ0U/edit?usp=sharing)




Love where you are heading with the character sheet.


I enjoyed reading the character background in your sample..  Can you share more of that too?
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-25-14/2033:49>
Love where you are heading with the character sheet.

I enjoyed reading the character background in your sample..  Can you share more of that too?

Thank you!  I've attached the character file it's from but don't want to get too sidetracked from the subject at hand.  It's my character when I get to play (one of the guys in my group occasionally spells me out so I can play now and then).
Title: Re: Chummer for 5th Edition - public BETA available
Post by: nylanfs on <08-25-14/2118:14>
The final won't be as long because it won't have as many sections (no character will have spells, cyberware, decking, rigging, and adept powers all at once... at least I hope not and if you do a long character sheet is the least of your worries). 

Challenge Accepted!
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-25-14/2128:26>
The final won't be as long because it won't have as many sections (no character will have spells, cyberware, decking, rigging, and adept powers all at once...

Challenge Accepted!  :P

The final won't be as long because it won't have as many sections (no character will have spells, cyberware, decking, rigging, and adept powers all at once... at least I hope not and if you do a long character sheet is the least of your worries). 

Challenge Accepted!

I really do need to be a bit more cautious when I say stuff like that...
Title: Re: Chummer for 5th Edition - public BETA available
Post by: MadDogMaddux on <08-25-14/2341:22>

It's still very much a work in progress but you'll find a PDF mock-up of what I'm currently working on for the new main character sheet at this link: https://drive.google.com/file/d/0B1j5wMS6KHqMMHllcFkyTF8yQ0U/edit?usp=sharing (https://drive.google.com/file/d/0B1j5wMS6KHqMMHllcFkyTF8yQ0U/edit?usp=sharing)




Love where you are heading with the character sheet.


Me too, especially how compact and clear the damage boxen are!

One request: Could you move [COMMON ROLLS] to the first page? I'd LOVE to be able to do the bulk of my quick navigating on sheet one, without having to turn pages! And could we add damage soak to Common Rolls?

Thanks again, definitely can't say it enough! Chummer5 has singlehandedly engendered the creation of several new characters in my gaming group. Char gen just went from necessary to fun!

Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-25-14/2357:20>
Me too, especially how compact and clear the damage boxen are!

One request: Could you move [COMMON ROLLS] to the first page? I'd LOVE to be able to do the bulk of my quick navigating on sheet one, without having to turn pages! And could we add damage soak to Common Rolls?

Thanks again, definitely can't say it enough! Chummer5 has singlehandedly engendered the creation of several new characters in my gaming group. Char gen just went from necessary to fun!

My intention is to try to get Common Rolls onto the first page if I can make room.  And what I'm wanting to do with the Common Rolls section is to let you pick skills, weapons, spells, defense rolls, etc... whatever you feel is common for your character with the option to add standard mods to the rolls and have it show in that box.  More than likely a limited number... 10 or 12 max.  But enough that you can pick out the things you roll a lot of and have it in one easy to find location.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: MadDogMaddux on <08-26-14/0021:18>

My intention is to try to get Common Rolls onto the first page if I can make room.  And what I'm wanting to do with the Common Rolls section is to let you pick skills, weapons, spells, defense rolls, etc... whatever you feel is common for your character with the option to add standard mods to the rolls and have it show in that box.  More than likely a limited number... 10 or 12 max.  But enough that you can pick out the things you roll a lot of and have it in one easy to find location.

LOVE!!!

Seriously, I was going to ask if that would be a possibility, but didn't want to come across as demanding. :P
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-26-14/0719:57>

My intention is to try to get Common Rolls onto the first page if I can make room.  And what I'm wanting to do with the Common Rolls section is to let you pick skills, weapons, spells, defense rolls, etc... whatever you feel is common for your character with the option to add standard mods to the rolls and have it show in that box.  More than likely a limited number... 10 or 12 max.  But enough that you can pick out the things you roll a lot of and have it in one easy to find location.

LOVE!!!

Seriously, I was going to ask if that would be a possibility, but didn't want to come across as demanding. :P

I'm glad you guys like the direction I'm going with this.  Usually I don't show previews but working on this is taking (and going to continue to take) a fair chunk of time relative to a lot of the work I've done so I didn't want people to think that because the builds slowed down that I'd given up or taken a break.  Some work just takes longer to get it done.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: MadDogMaddux on <08-26-14/0925:09>
I'm glad you guys like the direction I'm going with this.  Usually I don't show previews but working on this is taking (and going to continue to take) a fair chunk of time relative to a lot of the work I've done so I didn't want people to think that because the builds slowed down that I'd given up or taken a break.  Some work just takes longer to get it done.

Pace yourself, omae. The last thing ANY of us wants is for you to get burned out.  ;)
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Snake Eyes on <08-26-14/1417:21>

It's still very much a work in progress but you'll find a PDF mock-up of what I'm currently working on for the new main character sheet at this link: https://drive.google.com/file/d/0B1j5wMS6KHqMMHllcFkyTF8yQ0U/edit?usp=sharing (https://drive.google.com/file/d/0B1j5wMS6KHqMMHllcFkyTF8yQ0U/edit?usp=sharing)

That is a really cool looking character sheet.....very easy to navigate
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Iridios on <08-26-14/1720:05>
Adam,
  Love the new sheet.  Will love customizable "Common Rolls" and hoping the GM summary includes condition monitors.

Thank you for all your hard work.


Edited for grammar.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-26-14/1819:37>
Adam,
  Love the new sheet.  Will love customizable "Common Rolls" and hoping the GM summary includes condition monitors.

Thank you for all your hard work.


Edited for grammar.

Yep, the new GM sheet has condition monitors (it's one of the big things I've wanted on those sheets so I could use them more easily for NPCs).  I'm basing the design for it off of the new main sheet I've put up the mock-up of.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: MadDogMaddux on <08-26-14/1851:23>
Yep, the new GM sheet has condition monitors (it's one of the big things I've wanted on those sheets so I could use them more easily for NPCs).  I'm basing the design for it off of the new main sheet I've put up the mock-up of.

Am I reading between the lines correctly here that we can import .chum5 files from our players as well as any NPC characters we use, and print off their core stats and vitals via the GM sheet?

*drool*
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-26-14/1955:37>
Yep, the new GM sheet has condition monitors (it's one of the big things I've wanted on those sheets so I could use them more easily for NPCs).  I'm basing the design for it off of the new main sheet I've put up the mock-up of.

Am I reading between the lines correctly here that we can import .chum5 files from our players as well as any NPC characters we use, and print off their core stats and vitals via the GM sheet?

*drool*

That's the idea.  A one-page sheet with just the vitals. Enough to get a synopsis of a player's character or to serve as an NPC sheet.  What I'm looking at right now is using the same style as the mock-up I shared but simplified to just show name, descriptive stats, attributes, movement, limits, initiative, condition monitor, qualities, active and knowledge skills with points spent on them, weapons, armor, spells, powers, implants, gear, and notes.  I'm still tinkering with it to both get a better format and to try to fit in a few more bits. It's still very much a work in progress which is why I haven't shared the mock-up for it yet.

By the way, thank you to the folks who sent in characters. I've been using the characters you sent in with the mock-ups to see how the content fits in the designs.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: MadDogMaddux on <08-26-14/2205:10>

By the way, thank you to the folks who sent in characters. I've been using the characters you sent in with the mock-ups to see how the content fits in the designs.

Want more? ;)
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Valkyrie on <08-27-14/0831:50>
Thanks for doing this!  Just used the latest build last night and found 2 bugs:

If I cap out an exceptional attribute, the system allows me to cap another attribute. I have an elf with Logic 7, and it allowed me to also take Intuition to 6.

I have a smartlink retinal implant (not a full cybereye).  The accuracy bonus is being applied to my smartgun-equipped weapons, but not the dice pool bonus of 2.  (No dice pool bonus is actually being applied).

Thanks again for all the hard work!
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-27-14/0956:58>
Thanks for doing this!  Just used the latest build last night and found 2 bugs:

If I cap out an exceptional attribute, the system allows me to cap another attribute. I have an elf with Logic 7, and it allowed me to also take Intuition to 6.

I have a smartlink retinal implant (not a full cybereye).  The accuracy bonus is being applied to my smartgun-equipped weapons, but not the dice pool bonus of 2.  (No dice pool bonus is actually being applied).

Thanks again for all the hard work!

Good catch on the exceptional attribute. I'll put it on my list to fix.

The smartlink actually isn't a bug, it's an un-implemented feature.  ;)  In short, right now Chummer doesn't handle wireless bonuses.  My intention is to add those in with full support sometime in the coming month.  I've mentioned my friend Ed on occasion, he's helping me right now by working on a dashboard within Chummer that will better support using Chummer during play to track your character's stats and status.  I'm going to be working with him to implement wireless bonuses as well as other temporary bonuses like drugs, spells, and powers so that they have support both within Chummer and better support for them on the character sheet.  So it's coming, it just won't be immediately.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: adzling on <08-27-14/1023:47>
An in-play dashboard would be excellent Adam!

Thanks for doing this!  Just used the latest build last night and found 2 bugs:

If I cap out an exceptional attribute, the system allows me to cap another attribute. I have an elf with Logic 7, and it allowed me to also take Intuition to 6.

I have a smartlink retinal implant (not a full cybereye).  The accuracy bonus is being applied to my smartgun-equipped weapons, but not the dice pool bonus of 2.  (No dice pool bonus is actually being applied).

Thanks again for all the hard work!

Good catch on the exceptional attribute. I'll put it on my list to fix.

The smartlink actually isn't a bug, it's an un-implemented feature.  ;)  In short, right now Chummer doesn't handle wireless bonuses.  My intention is to add those in with full support sometime in the coming month.  I've mentioned my friend Ed on occasion, he's helping me right now by working on a dashboard within Chummer that will better support using Chummer during play to track your character's stats and status.  I'm going to be working with him to implement wireless bonuses as well as other temporary bonuses like drugs, spells, and powers so that they have support both within Chummer and better support for them on the character sheet.  So it's coming, it just won't be immediately.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: reyjinn on <08-28-14/0715:23>
Quote from: SR5 Core pg 460
Tailored pheromones also work on you to make you feel better about yourself; increase your Social limit by the Rating
Quote from: Chummer 5, limits tab
Tailored pheromones [+2] (only in person)

I might be the only one reading it as such, but I don't think tailored pheromones affecting you Social Limit is in any way limited by proximity to your social "target". They are affecting how YOU feel about yourself.

Also, Mnemonic Enhancers aren't adding to Mental Limit currently.

Lastly, all the thanks for the work you are putting into this Adam. Much appreciated.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: KarmaInferno on <08-28-14/0932:15>
Pheromones in Shadowrun have historically ALWAYS worked by affecting your target, not yourself.

I don't see why that would change in 5th edition.



-k
Title: Re: Chummer for 5th Edition - public BETA available
Post by: reyjinn on <08-28-14/1003:31>
Because the rule book explicitly says "...also work on you..."?
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <08-28-14/1049:31>
Pheromones in Shadowrun have historically ALWAYS worked by affecting your target, not yourself.

I don't see why that would change in 5th edition.
-k

I think it's part of the general shift to limits as another form of bonus that things can provide.  There's a lot of extra little bonuses littered around now.

I'll be updating Chummer to have Tailored Pheromones just provide a flat bonus rather than a conditional limit modifier.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: MadDogMaddux on <08-28-14/1513:46>
After my most recent update, whenever I print record sheets, it page breaks right in the middle of Melee Weapons (at least with the character I re-print the most). Normally I have it page break right at the end of Melee weapons, so I have Stats, Skills, Armor, Contacts, Qualities, Ranged, and Melee on the front page.

So I'm not sure if it was a change in the style sheet or a change in me having two ranged weapons that prevented it from being able to page break AFTER Melee weapons.


Anyhow, I opened up the Stylesheet and moved some things around. I'm admittedly not very good at reading code, but managed to get the results 95% the way I wanted them and thought I'd toss the file up here for anyone. The major changes are that CONTACTS and QUALITIES are moved to the second sheet, right after GEAR. I also moved MELEE WEAPONS up into the same grouping with ARMOR because you don't need as long of a line for all the melee weapon stats.

The result is that you get ARMOR and MELEE right next to your damage monitor, then RANGED right below it. All close together and tidy. :)

I realize that Adam is making a MUCH better printout stylesheet, but I also realize that it's coming not quite as soon as "now", so in the meantime, here's this thing. Sorry about all the duct tape and bailing wire.

Just go into Chummer5\Sheets\ and rename Shadowrun 5 Base.xslt to Shadowrun 5 Base - Orig.xslt

Then unzip this attached file into the same folder and you're done.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Malevolence on <08-28-14/1642:34>
While you are giving the character sheets a pass, I thought I might mention the character sheets at http://www.archaos-jdr.fr/shadowrun5/index.php?page=SR5-personnages.

In addition to being well organized and beautiful, they also arrange the skills in a nice way that keeps skills within the same skill group together. Might be nice to have that as an option in addition to straight alphabetical order.

Fantastic work on Chummer, in case I haven't mentioned it before.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: TimTurry on <08-28-14/1757:26>
I know 90+% of the effort has gone into Chargen.  This post has to do with mages AFTER chargen (spending karma) and Initiating.
This is what I tried to do, (and did not work for me):

1. Initiate tab-- <checked> "schooling", and hit "Add initiate Grade"  I was impressed that it (correctly) took 12 karma, and 10000 Ny from my totals.  Very cool.  Schooling however takes 5 weeks, and the calendar did not auto-advance (I know this is nitpicky)

2. same tab-- right-clicked "grade 1" to add a metamagic.  It would not let me add "Quickening"  unless I unchecked the box that only let me take legal metamagics. The error box said I need criteria: "Quickening"!

3. Calendar tab-- I manually advanced time 5 weeks.  My Lifestyle cost did not cost me any cash.

4.  Improvements tab-- select Quickening.  Forces me to give it a name and it does nothing.  Doing this did put a "quickening" button in the Spells tab! (good)

5. Spells tab-- click on my spell (Increase Reflexes) and hit the new "quickening" button.  It asks how many karma I want to spend (very nice), I hit 1, which it subtracts from my total, but nothing happens (my initiative score is unchanged, but I do lose a karma point).  Shouldn't it ask for the Force of the spell and how many successes it had, so it could modify the Initiative properly?

I know this is all advanced stuff, so I am just putting it on the list, for whenever...

Thanks for Chummer5.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: MadDogMaddux on <08-28-14/1805:17>
^ This reminds me of something I've been confused about.

When I add a Weapon Focus, I get a pop up that says "Add Value" and it lets me type something in. THEN I get the pop up with the drop down for associating it with a melee weapon.

I'm just not sure what it wants me to type in for "Add Value"? Am I supposed to give it a name? I named THIS  club Billy...
Title: Re: Chummer for 5th Edition - public BETA available
Post by: 12Trees on <08-28-14/1849:26>
When I just have the Mortimer of London: Greatcoat it shows up as 3 armor.  This is the amount it gives if stacked and that total would be correct.  The Greatcoat on its own should be 10 Armor.  So far this is the only issue that I have found recently.

Maybe someday in the future this can become an app that I could use on an android device?  Personally selling it (and yes I would pay) via Amazon would be great so it will work on my Fire HDX.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Ariketh on <08-28-14/1942:35>
When I just have the Mortimer of London: Greatcoat it shows up as 3 armor.  This is the amount it gives if stacked and that total would be correct.  The Greatcoat on its own should be 10 Armor.  So far this is the only issue that I have found recently.

This was addressed in posts 470 to 476 of this thread, and the extant bug was fixed in version 5.138.

Assuming you are updated to 5.138, to get the base value of the coats to show, you will need to unequip *all* your other armor. Two ways to do this: Select each piece of armor and manually uncheck the "equipped" checkbox to the right. OR click on the "Selected Armor" line in the armor listing. A button for "unequip all" will show to your right. Click it. Then go to the coat, and manually click the checkbox to equip it again. Only the primary armor piece counts, any modifications can remain "equipped", as they technically aren't.

Note that any equipped clothing in the armor tab (armored or not) will count as equipped armor.

-Ariketh
Title: Re: Chummer for 5th Edition - public BETA available
Post by: 12Trees on <08-29-14/0039:18>
Thanks Ariketh

Didn't see that.

Title: Re: Chummer for 5th Edition - public BETA available
Post by: Ariketh on <08-29-14/1506:08>
Thanks Ariketh

Didn't see that.

All good. :) Long thread is long, and there are a bunch of quirks to Chummer. If I was any good at technical writing, I'd think about getting some help files written for Adam to incorporate. But alas, I'll just lurk and answer questions I have the answer to. Well, and assist with the community conversions for it.

-Ariketh
Title: Re: Chummer for 5th Edition - public BETA available
Post by: maquise on <08-29-14/1725:47>
Is there a way to include custom Qualities or other rules?
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Ariketh on <08-29-14/2020:57>
Is there a way to include custom Qualities or other rules?

Yes and no.

Some rules are hard coded into Chummer. (Certain calculations, costs, etc). Some of the rules can be fiddled with in the options menu under the House Rules tab.

For custom qualities, gear, etc, that have stats, but otherwise follow the rules? There's a wiki (http://www.chummergen.com/chummer/wiki/Custom-Data-Files-sr5.ashx?HL=custom) for that, but you will need to know (or be willing to learn) XML.

If you are interested in conversions from SR4 (or some SR3) you can check out my sig for the mentors and tradition conversions I have done and the Community Project: Update to 5th Edition (http://forums.shadowruntabletop.com/index.php?topic=17689.0) thread for stuff others are working on. The armor updates have been completed by me, and other stuff is in the pipeline from other people. If you want to help out, contributing effort into getting the conversions done would be appreciated. (No money. This is all volunteer.)

-Ariketh
Title: Re: Chummer for 5th Edition - public BETA available
Post by: MisterNix on <08-31-14/1601:12>
This may have been reported before, but I didn't see it on a search through the thread, but it seems to not be accounting for the free contact points given based on charisma - I noticed this as I did everything else in Prime Runner for my character, then went to add contacts last and it was decreasing from my Karma.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <09-01-14/1223:54>
This may have been reported before, but I didn't see it on a search through the thread, but it seems to not be accounting for the free contact points given based on charisma - I noticed this as I did everything else in Prime Runner for my character, then went to add contacts last and it was decreasing from my Karma.

Would you please send me a copy of your character to srchummer5@gmail.com?  I've known about this issue but it's tied to something I haven't been able to reproduce reliably and it seems to be tied to the character.  A character file that has the problem would help immensely in getting it found and fixed.

^ This reminds me of something I've been confused about.

When I add a Weapon Focus, I get a pop up that says "Add Value" and it lets me type something in. THEN I get the pop up with the drop down for associating it with a melee weapon.

I'm just not sure what it wants me to type in for "Add Value"? Am I supposed to give it a name? I named THIS  club Billy...

Right now what it's looking for is the name of the weapon you're adding the Weapon Focus to (for example "Combat Axe").  But the real issue here is that it's an incomplete piece of code. 4th Edition used to have both weapon accessories and weapon modifications and Weapon Focus was this weird beastie in original Chummer in that you would buy the Weapon Focus, bind it, and then go to the weapons tab and buy a Weapon Focus weapon modification for zero nuyen at the same force rating and apply it to the weapon in question.  All of this was so that it could fit buying and binding a Weapon Focus just like the other foci AND also be able to apply it to a weapon so it could update the appropriate dice values for that weapon specifically.

When I updated Chummer to 5th Edition one of the issues I had to work with is that weapon modifications don't exist in 5th. Removing them from Chummer broke the Weapon Focus by removing the piece that allows you to connect the Weapon Focus to a specific weapon.  Putting in the text entry was a band-aid on the issue to at least allow you to have it show up somewhere on the character sheet.  Fixing this so that it connects the focus to the weapon in directly is on my to do list and I'm wanting to handle it when binding somewhat like Qi Foci currently do.

I know 90+% of the effort has gone into Chargen.  This post has to do with mages AFTER chargen (spending karma) and Initiating.
This is what I tried to do, (and did not work for me):

1. Initiate tab-- <checked> "schooling", and hit "Add initiate Grade"  I was impressed that it (correctly) took 12 karma, and 10000 Ny from my totals.  Very cool.  Schooling however takes 5 weeks, and the calendar did not auto-advance (I know this is nitpicky)

2. same tab-- right-clicked "grade 1" to add a metamagic.  It would not let me add "Quickening"  unless I unchecked the box that only let me take legal metamagics. The error box said I need criteria: "Quickening"!

3. Calendar tab-- I manually advanced time 5 weeks.  My Lifestyle cost did not cost me any cash.

4.  Improvements tab-- select Quickening.  Forces me to give it a name and it does nothing.  Doing this did put a "quickening" button in the Spells tab! (good)

5. Spells tab-- click on my spell (Increase Reflexes) and hit the new "quickening" button.  It asks how many karma I want to spend (very nice), I hit 1, which it subtracts from my total, but nothing happens (my initiative score is unchanged, but I do lose a karma point).  Shouldn't it ask for the Force of the spell and how many successes it had, so it could modify the Initiative properly?

I know this is all advanced stuff, so I am just putting it on the list, for whenever...

Thanks for Chummer5.

1. I'm hesitant to auto-advance the calendar in any circumstance because it's possible that something happens during those 5 weeks other than just Initiation.  I might do something with the calendar at some future date to automatically insert values into it but that's a maybe at best.

2. Yes, under 5th Edition as listed in Street Grimoire you have to learn an Art first to gain access to a Metamagic.  So for the Quickening metamagic, you have to learn the Quickening art (I really wish they had named the metamagics and arts differently for those that share names between the art and metamagic).  If you're not using Street Grimoire or want to ignore the Art requirements, you can go to the Tools/Options menu, click on the House Rules tab, and select "Ignore Art Requirements from Street Grimoire".

3. The calendar will not automatically charge you for regular expenses like lifestyles or magical group memberships (or for that matter regular expenses for any addictions).  I might consider this for a feature enhancement farther down the road.

4. This one really gets resolved by #2.

5. Right now Chummer doesn't really understand the effects of the spells it lists.  So while it can handle the karma expenditure of the spell when quickening, it doesn't know what the spell does.  You can go to the Improvements tab and manually add the effects of the spell as an improvement and for now that's the best course for handling quickened spells.  However, there is also work underway to update Chummer so it understands temporary and conditional effects which would include spells among many other things (like drugs, toxins, wireless bonuses, some adept powers, and more).  This is part of the dashboard project that will collect information into one neat UI for handling your character during play.  But the side benefit is that we'll have spell information in place for use with Quickening.

That dashboard project is going side-by-side with the new character sheets because they both need a lot of the same things and both Ed and I are working on them as quickly as we can but it will be a while yet before they're ready for release.

While you are giving the character sheets a pass, I thought I might mention the character sheets at http://www.archaos-jdr.fr/shadowrun5/index.php?page=SR5-personnages.

In addition to being well organized and beautiful, they also arrange the skills in a nice way that keeps skills within the same skill group together. Might be nice to have that as an option in addition to straight alphabetical order.

Fantastic work on Chummer, in case I haven't mentioned it before.

I'm looking at some additional options for sorting and grouping skills but I'm not sure I can go as far as what they have with these sheets.  The main reason why his format works because it's showing all of the skills, even the ones you don't have and can't be defaulted.  For space reasons, I'm not showing skills you don't have.  I'll see what I can do to give some organization options but I just don't know if I can do exactly this style without using a lot more space.

After my most recent update, whenever I print record sheets, it page breaks right in the middle of Melee Weapons (at least with the character I re-print the most). Normally I have it page break right at the end of Melee weapons, so I have Stats, Skills, Armor, Contacts, Qualities, Ranged, and Melee on the front page.

So I'm not sure if it was a change in the style sheet or a change in me having two ranged weapons that prevented it from being able to page break AFTER Melee weapons.


Anyhow, I opened up the Stylesheet and moved some things around. I'm admittedly not very good at reading code, but managed to get the results 95% the way I wanted them and thought I'd toss the file up here for anyone. The major changes are that CONTACTS and QUALITIES are moved to the second sheet, right after GEAR. I also moved MELEE WEAPONS up into the same grouping with ARMOR because you don't need as long of a line for all the melee weapon stats.

The result is that you get ARMOR and MELEE right next to your damage monitor, then RANGED right below it. All close together and tidy. :)

I realize that Adam is making a MUCH better printout stylesheet, but I also realize that it's coming not quite as soon as "now", so in the meantime, here's this thing. Sorry about all the duct tape and bailing wire.

Just go into Chummer5\Sheets\ and rename Shadowrun 5 Base.xslt to Shadowrun 5 Base - Orig.xslt

Then unzip this attached file into the same folder and you're done.


Thank you for putting work into this.  I'll be trying to update the existing sheets and building the new ones as well. While I like the new style sheets, I realize they may not be everyone's cup of tea and so I'll be supporting both styles.  The main hold up on the new character sheets is that they require functionality in Chummer that doesn't exist yet so I'm having to add that first.  This includes two very big items at least... multiple specializations per skill in Career mode (this is getting released in 5.139) and spirit stats (probably 5.140). 

Beyond that, I'm looking at how Chummer handles fake SINs and licenses... Right now there's at least six different ways to put them in Chummer and it's not at all clear to the user which one if any is the "right" way to do it.  For example, you can just go to the Gear tab and buy your SINs and Licenses and call it a day.  You can buy a SIN and add licenses to it as a plug in (right click on the SIN).  You can buy a commlink, add the SIN as a plugin to the commlink and add the licenses as plugins to the SIN.  You can buy a fake SIN and add both the licenses and a commlink as plugins to the SIN.  And lastly you can just buy your commlink, licenses and a SIN and use Locations in the gear to cluster them together.  And they're all the "right" way to do it.  But it makes it a real pain in the ass to figure out how to show an ID's section on the character sheet.  But if I change anything in how Chummer handles ID's to make it work better for the sheets, it has to be able to update existing characters to use the new format.  Needless to say, this one is going to take some work.


Lastly, sorry for not putting together an update earlier.  I've been slacking off over the holiday weekend (for those outside the US, this weekend is a national holiday) and am intending to get some work in today on Chummer.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Davidvs on <09-01-14/1534:10>
When building characters and then changing things around (sometimes even reprioritizing) I have had issues where when it keep track of the points on the right of the screen that the totals are not always correct. I have seen this issue most on stats and spells and contacts.

Maybe I'm doing something wrong - not sure. As a work around, for example, on stats I can subtract 1 then add 1 for all of them and it update the numbers on the right. That works for contact too, but not for spells. Sometimes I have noticed that if I save and exit then come back it will display the correct total.

...
As a request, would it be possible to copy and past things bought from one character to another?

Again, thanks for all the hard work on this!
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <09-01-14/1654:04>
When building characters and then changing things around (sometimes even reprioritizing) I have had issues where when it keep track of the points on the right of the screen that the totals are not always correct. I have seen this issue most on stats and spells and contacts.

Maybe I'm doing something wrong - not sure. As a work around, for example, on stats I can subtract 1 then add 1 for all of them and it update the numbers on the right. That works for contact too, but not for spells. Sometimes I have noticed that if I save and exit then come back it will display the correct total.

...
As a request, would it be possible to copy and past things bought from one character to another?

Again, thanks for all the hard work on this!

Glad to help!  There's several possible issues here.  For contact points there is a bug I've finally been able to reproduce on a regular basis and have fixed for the next build (5.139) where it was sometimes failing to calculate contact points.  I've heard of an issue with it not calculating knowledge skill points but haven't been able to duplicate it (if you can, PLEASE send me a copy of your character at srchummer5@gmail.com so I can reproduce the issue).  I've not heard of an issue relating to attribute points but again, if you can duplicate this please send me a copy of your character.

You should be able to copy and paste between characters the same as copying on the same character.  Not everything has copy and paste enabled (particularly in career mode) but most things do.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <09-01-14/1848:52>
This is mostly a bug fix update with one new feature (you can now have multiple specializations on skills after character creation) so it's a minor release... but it's also a big deal because with that new feature Chummer now has full support for 5th Edition with the exception of a few items that will be released with the coming new character sheets and the dashboard feature. 

And as it is now supporting 5th Edition in full, I'm pulling off the beta tag.  That doesn't mean Chummer is done or that I'm not doing more on it, just that there really isn't a good reason to keep on saying that Chummer is in beta.  The bugs that are coming in are fairly minor and while there will likely always be some bugs to be fixed, Chummer is pretty stable now.

Build 5.139
- Added in the ability to multi-specialize in skills post character creation.
- Updated Mnemonic Enhancer to provide its bonus to the Mental Limit and Memory Tests.
- Updated Tailored Pheromones to provide a flat bonus to the social limit instead of a limit modifier.
- Fixed a bug with Qi Foci that could prevent it from showing the power it provides in the bound foci list.
- Updated Martial Arts so that it prevents taking the same Technique via the same Martial Art so you can have stacked bonuses.
- Fixed the Advanced Safety System from Run and Gun so that it would be available for use.
- Added the new spirits from Spirit Grimoire to the specialization lists for each of the Summoning skils.
- Fixed a bug that would occur when undoing adding a submersion grade in Career mode that was preventing it from correctly removing echoes attached to that submersion grade.
- Fixed a bug that was causing vehicles to show a Signal rating which was an artifact from 4th Edition.
- Fixed a bug that was failing to calculate the available contact points.
- Fixed a bug that was allowing multiple attributes at maximum during character creation if the character had the Exceptional Attribute positive quality.
- Fixed the tooltip showing the karma values for raising magic in career mode.

In addition, I have a few items on my bug list that I just can't reproduce no matter how hard I try. So I'm going to list them here and if anyone can duplicate them, please let me know so I can work with you to duplicate the bug and get it fixed.

- When you advance your Character, the Condition Modifier does not track if you have High Pain Tolerance or Pain Resistance.
- You can't buy sensors to add to sensor tags, since they're apparently tied to sensor housings.
- dunno if you missed my earlier post but you also cannot add any imaging enhancements currently to scopes or smartguns even though they are allowed them (3 capacity on scopes, 1 on smartgun), as there is no option in the weapon accessory dialog as there used to be in SR4a chummer
- Dwarf characters don't seem to be getting the normal 20% added to lifestyle costs.  Trolls look like they work fine though.
- Essence for German skilljack is .1 per rating
- If I take a quality that changes my life style costs (for example: dependent) -> then choose a lifestyle -> then delete the quality, the price of the style does not change. This is clearly a gimmick. I just wanted to inform you
- Weapons on drones don’t get the full list of available weapon accessories

Lastly, if anyone knows if there's any official errata about the drain values for the Critter Form and Shapechange spells (they appear to be reversed), I'd really appreciate it so I know what I should do with their DV's.  Thank you!
Title: Re: Chummer for 5th Edition - public BETA available
Post by: GrendelDave on <09-01-14/1912:45>
Hrmm the Argentum Coat is still tanking my AGI/REA when it's the only armor I'm wearing.
Vexing. Guess I'll just put the Lined Coat back on and pencil in the differences. :D

Still, awesome job. I cannot begin to express how much I appreciate the hard work you've done!
Title: Re: Chummer for 5th Edition - public BETA available
Post by: justkelly on <09-01-14/1913:50>
WOW....Just WOW!!!!  Awesome work guys. Thank you!!!
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <09-01-14/1919:14>
Hrmm the Argentum Coat is still tanking my AGI/REA when it's the only armor I'm wearing.
Vexing. Guess I'll just put the Lined Coat back on and pencil in the differences. :D

I'll take a look at that specifically and see if I can get a fix together for 5.140.
Title: Re: Chummer for 5th Edition
Post by: AJCarrington on <09-01-14/2235:54>
As others have said Adam, thanks for all your efforts and work on this, it is very much appreciated.
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Namikaze on <09-02-14/0024:34>
Hrmm the Argentum Coat is still tanking my AGI/REA when it's the only armor I'm wearing.

Are you sure the coat isn't applying the +4 armor modifier bonus?  If so, that could cause the problem.
Title: Re: Chummer for 5th Edition
Post by: maquise on <09-02-14/0036:19>
Whenever I attempt to update my Chummer, I get the following error:


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

************** Exception Text **************
System.IO.FileNotFoundException: J:\Files\Gaming\charactersheets\Chummer5.115\Translator.exe
   at System.Diagnostics.FileVersionInfo.GetVersionInfo(String fileName)
   at Chummer.frmUpdate.FetchXML()
   at Chummer.frmUpdate.frmUpdate_Load(Object sender, EventArgs e)
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ContainerControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18444 built by: FX451RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Chummer5
    Assembly Version: 0.0.5.137
    Win32 Version: 0.0.5.137
    CodeBase: file:///J:/Files/Gaming/charactersheets/Chummer5.115/Chummer5.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
    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: 4.0.30319.18408 built by: FX451RTMGREL
    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: 4.0.30319.18408 built by: FX451RTMGREL
    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: 4.0.30319.18408 built by: FX451RTMGREL
    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: 4.0.30319.18408 built by: FX451RTMGREL
    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: 4.0.30319.18408 built by: FX451RTMGREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Data.SqlXml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Data.SqlXml/v4.0_4.0.0.0__b77a5c561934e089/System.Data.SqlXml.dll
----------------------------------------
System.Xml.Xsl.CompiledQuery.1
    Assembly Version: 0.0.0.0
    Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Data.SqlXml/v4.0_4.0.0.0__b77a5c561934e089/System.Data.SqlXml.dll
----------------------------------------
Microsoft.mshtml
    Assembly Version: 7.0.3300.0
    Win32 Version: 7.0.3300.0
    CodeBase: file:///C:/Windows/assembly/GAC/Microsoft.mshtml/7.0.3300.0__b03f5f7f11d50a3a/Microsoft.mshtml.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.

Also, I was wondering if you could have an Export option for basic text lines, that would be useful in PbP games. Or some form of web-friendly export.
Title: Re: Chummer for 5th Edition
Post by: Ariketh on <09-02-14/0136:33>
System.IO.FileNotFoundException: J:\Files\Gaming\charactersheets\Chummer5.115\Translator.exe

From the last time this occurred, I believe Adam said a fix was being worked on. The current work around is to reinstall, then update again.

I just copy the files in the zip file, then paste them into the Chummer directory, and let it overwrite the files. Then open Chummer and start the update. It's a pain, but until it's fixed, it's the only way I know of to get Chummer working again. My method allows me to keep my custom stuff and characters in place without having to move folders around.

-Ariketh
Title: Re: Chummer for 5th Edition - public BETA available
Post by: Adam on <09-02-14/0654:26>
Hrmm the Argentum Coat is still tanking my AGI/REA when it's the only armor I'm wearing.

Are you sure the coat isn't applying the +4 armor modifier bonus?  If so, that could cause the problem.

I think that what is happening here is that it is applying the 10 Armor bonus like it should but that the code that figures out the armor burden penalty based on having too much stacking armor is incorrectly seeing the Mortimer coats as stacking but when it's the main body armor like that... it's not.

System.IO.FileNotFoundException: J:\Files\Gaming\charactersheets\Chummer5.115\Translator.exe

From the last time this occurred, I believe Adam said a fix was being worked on. The current work around is to reinstall, then update again.

I just copy the files in the zip file, then paste them into the Chummer directory, and let it overwrite the files. Then open Chummer and start the update. It's a pain, but until it's fixed, it's the only way I know of to get Chummer working again. My method allows me to keep my custom stuff and characters in place without having to move folders around.

-Ariketh

Yeah... this just became my task for the day. I'm really sorry about the annoyance. I think I may have figured out a way I can test this on my own machine (somewhat). Just want you to know that resolving this issue is my top priority.
Title: Re: Chummer for 5th Edition
Post by: Adam on <09-02-14/1344:54>
Also, I was wondering if you could have an Export option for basic text lines, that would be useful in PbP games. Or some form of web-friendly export.

It's in the short-term plan.  I'm working on three sheets:

The first is intended to be a new main character sheet. I won't remove the existing sheets named "Shadowrun 5" but the new sheet is meant to be a replacement for it.

The second is a GM sheet.  It uses the new format I've shown the mock-up for but is a one page sheet intended for the GM to use for NPC's and to get an abbreviated version of the player's character. And yes, it has condition monitors.

The third is a text only sheet.  This one will have a few options available including a pure text only sheet that could be copied into notepad if you like. Other options will include BBCode formatted versions formatted for this site and DumpShock given that those forums support BBCode. Shadowrun Universe doesn't support any post formatting that I can find so I'm exploring my options for that site.

There's one more I want to do but I don't know yet if I can... I'd like to do a formatted sheet export to Google Docs.  I'm only in the exploratory phase on this idea and trying to see what would be required to do it.

And there's one last character sheet related bit in the pipeline. It's my intention to add in an option to enforce Missions rules in terms of legal supplements, qualities, and so on. Once this option is available, Chummer will stamp the character sheet as "Missions Legal".  This is harder than it looks at first glance because if I'm going to stamp the sheet as "Missions Legal" it better darn well be legal.  But yeah, I get that it would be useful to Missions GMs and players if Chummer could help on that front.
Title: Re: Chummer for 5th Edition
Post by: Ursus Maior on <09-05-14/0742:03>
Has anyone rebuilt the character examples from SR5 in Chummer 5 yet? If so, I'd be interested in copies. Also: Is there a Chummer 5 character pool online somewhere?
Title: Re: Chummer for 5th Edition
Post by: ZeConster on <09-05-14/0803:10>
Has anyone rebuilt the character examples from SR5 in Chummer 5 yet? If so, I'd be interested in copies. Also: Is there a Chummer 5 character pool online somewhere?
Do you mean the 'archetype' sample characters, or the "here's how character creation works" characters? Because I don't know about the second category, but the first are all incorrectly made due to rules-changes made after they were made.
Title: Re: Chummer for 5th Edition
Post by: Ursus Maior on <09-05-14/1036:44>
I wanted to know about the 'archetype' sample characters, I forgot how buggy they are. What about a character pool though?
Title: Re: Chummer for 5th Edition
Post by: Fedifensor on <09-06-14/1318:19>
The Shadowrun Missions folks had archetypes recreated in Hero Lab with the mistakes corrected at GenCon.  It shouldn't be too hard to get that information, and put it into Chummer.  FYI, the people recreating the archetypes tried to stay as close to the original version as possible, so don't expect amazingly optimized characters.
Title: Re: Chummer for 5th Edition
Post by: Malevolence on <09-06-14/1337:47>
I wanted to know about the 'archetype' sample characters, I forgot how buggy they are. What about a character pool though?
My understanding is that Chummer will (or may already) support an updated Omae Character Exchange (for 5E). I don't have an account on it, so I can't test, but if you go to Tools\Omae in Chummer, it brings up a dialog that allows you to log in and/or create a new account. Unless someone else chimes in saying that it for sure doesn't work, give it a shot and let us know - I'm pretty sure Adam would appreciate the feedback at the very least.
Title: Re: Chummer for 5th Edition
Post by: MadDogMaddux on <09-06-14/1548:37>
The Shadowrun Missions folks had archetypes recreated in Hero Lab with the mistakes corrected at GenCon.  It shouldn't be too hard to get that information, and put it into Chummer.  FYI, the people recreating the archetypes tried to stay as close to the original version as possible, so don't expect amazingly optimized characters.

Has anyone used both Chummer and Hero Lab? I've had people ask me what the difference is, but I'm not a Hero Lab user. So my response has been limited to "Chummer is a community supported effort built by fans, where as Hero Lab is a module sponsored by Catalyst for a program you have to buy."

I'm the sort of guy who goes to XDA to get new firmware for my cell-phone, as opposed to the provider, so Chummer appeals to my psyche, but beyond that I'm not sure how to talk about the differences intelligently. :P
Title: Re: Chummer for 5th Edition
Post by: Namikaze on <09-06-14/1856:34>
I've used both - Chummer and Hero Lab offer the same basic functionality.  The interface for Chummer is more familiar to those who used Chummer in 4th edition.  The Hero Lab interface is more familiar to those that have used Hero Lab in the past.  Overall, I think the interface for Hero Lab is a little snazzier - the Chummer interface is utilitarian.  Chummer files are modified with XML, which is a commonly used language.  Hero Lab files are modified within their interface, which has a higher learning curve.  Chummer supports the building of NPCs and such, but Hero Lab does it a little better.  Chummer sheets have a wider variety than those of Hero Lab.

And the final point, which for some people is the most important.  Chummer is free, Hero Lab costs money for the basic program, and then for modules of content.
Title: Re: Chummer for 5th Edition
Post by: Malevolence on <09-07-14/0032:37>
And the final point, which for some people is the most important.  Chummer is free, Hero Lab costs money for the basic program, and then for modules of content.
The first module for HL is free, so if all you are using it for is SR, you only have to buy the main program. HOWEVER, each additional supplement (such as Street Grimoire or Run & Gun) has to be purchased separately, so my previous statement isn't entirely correct if you plan on using more than just the core rulebook.

As a bonus, HL can and does include flavor text and details from the book in descriptions of items, spells, forms, powers, etc. So it can save you some swapping between PDF/book and character management tool. Chummer can link to a PDF, so it's not so bad, but it's not all tidy in one window.

Title: Re: Chummer for 5th Edition
Post by: Adam on <09-08-14/1657:17>
I've never actually used Hero Lab, or seen it in use for that matter so I'm pretty limited when it comes to comparing the two.  I know that their licensing allows them to do things I simply cannot. They can quote text right out of the books and I presume their licensing gives them access to the writers to answer rules questions.  The two things people consistently compare to Hero Lab and want me to improve in Chummer (aside from quoting book text, that is #1 by far) is I hear they have a great tool for using Hero Lab during play and they have an interface for inserting custom items.  And I understand that Chummer's UI currently is pretty utilitarian by comparison. On the OS side of things, they have specific builds for Mac and iPad. And of course if you're also playing games other than Shadowrun, Hero Lab may have you covered there too.

Chummer's got a few things going for it that I feel Hero Lab may not but I'm not going to say anything that could even be implied as derogatory about someone that is making software for gamers. There aren't enough of us out there doing that.  As I understand it, they have a free trial available.  Given that Chummer is free, it gives you 30 days to try both and pick the one that works best for you.

For me, I'll stick with Chummer but then I'm probably a little biased.  I'm still busily working away... I'm a couple iterations in on adding fully detailed spirits and still have a few to go. It's been a lot of writing code and making mock-ups followed by ripping out the parts I don't like and rebuilding. But the progress is definitely forward. I've also started playing with early alpha builds of the dashboard Ed is working on for use during play.
Title: Re: Chummer for 5th Edition
Post by: PeterSmith on <09-08-14/1718:38>
I don't believe there is a time limit for the Hero Labs demo, simply a restriction on saving and printing characters.
Title: Re: Chummer for 5th Edition
Post by: AJCarrington on <09-09-14/1056:54>
One thing about Chummer...it installs and runs from a portable drive...HL does not.
Title: Re: Chummer for 5th Edition
Post by: nylanfs on <09-09-14/1409:42>
Adam, there's a tablet/phone app developer that has made a interactive character sheet app for both Herolab and PCGen. I've pointed him at this thread because he's indicated some interest in making an app that could support SR Herolab characters.

dysfunctionalapps.blogspot.co.uk/
Title: Re: Chummer for 5th Edition
Post by: Adam on <09-09-14/1419:19>
Adam, there's a tablet/phone app developer that has made a interactive character sheet app for both Herolab and PCGen. I've pointed him at this thread because he's indicated some interest in making an app that could support SR Herolab characters.

dysfunctionalapps.blogspot.co.uk/

Very cool. I talked with the guy who wrote Mobile Runner for 4th Edition and he's interested in working on a 5th Edition version but life's been very busy for him. I'd love to see a mobile app that can read Chummer5 files and would be glad to help in any way I can.  I know people want one, I'm just not the guy to write it. Chummer is keeping me very busy just maintaining the main app. I don't have the bandwidth to take on additional work.
Title: Re: Chummer for 5th Edition
Post by: AJCarrington on <09-09-14/1619:05>
No if only we could get someone to cross-develop for iOS at the same time... :-[
Title: Re: Chummer for 5th Edition
Post by: MisterNix on <09-10-14/1223:30>
One thing about Chummer...it installs and runs from a portable drive...HL does not.
For me it's less portable drive, and more cloud storage like Google and Drop Box :D

Adam - thanks again for your work on this thing.
Title: Re: Chummer for 5th Edition
Post by: MisterNix on <09-10-14/1516:32>
Apologies for double posting, but I've found a new bug. Here's what I think happened, and I can send the character sheet if needed:

Basically I had an implanted cyberdeck, moved the cyberdeck in my gear section down to the Headware Cyberdeck location on the Gear tab, then later went back and deleted Cyberdeck from the implants section. The location was still there and I didn't move it back (I think) and now the deck is missing, but the nuyen is still gone
Title: Re: Chummer for 5th Edition
Post by: AJCarrington on <09-10-14/1956:30>
For me it's less portable drive, and more cloud storage like Google and Drop Box :D
Are you actually running it from the cloud, or just storing data?
Title: Re: Chummer for 5th Edition
Post by: Malevolence on <09-10-14/2104:27>
Are you actually running it from the cloud, or just storing data?

For me, both. Only need to update the client once, and they point to the same folder for character storage regardless of the computer I run it on.
Title: Re: Chummer for 5th Edition
Post by: AJCarrington on <09-11-14/0849:33>
Well, that's interesting...have to give it a try. ;)
Title: Re: Chummer for 5th Edition
Post by: MisterNix on <09-11-14/1046:42>
YEah - it's one of those "depends on the service and client" things. 

For me, I use Dropbox which stores a copy of it in the cloud & syncs it locally.  Same thing would work if you use the Google Drive desktop client.  There may be some services out there where you can more easily run things via the cloud, but I've never actually mucked with them myself to give you solid answers.
Title: Re: Chummer for 5th Edition
Post by: Malevolence on <09-11-14/1448:48>
More feature requests (cause I know you love these when you are knee deep in a major update):
1. Options for "High Life" (2 from category A and no E) and "Low Life" (No A and 2 from category E) chargen. This seems to be a fairly common house rule from what I've seen in character comment threads and PbP. Might be easier have an option just to allow the arbitrary selection of priorities rather than forcing you to one of each or adding two different priority election methods.
2. Something like PACKS, but for gear mods. Sensor suites and optical/auditory enhancements often either have a few common elements that a given player always likes to include but then add to or maybe even a complete set requiring no modification that they use often. This comes up often for me when adding drones and modifying the sensors in the sensor array, but I've seen gun bunnies with a large array of guns that have two or three mods that are the same on each gun.

The first is probably simple to add (just have a flag disable the auto swapping of priorities code), the second might be a more significant undertaking. Neither is particularly high-priority, but I just wanted to get them in your queue.

Thanks again for working on Chummer!
Title: Re: Chummer for 5th Edition
Post by: celondon on <09-11-14/1501:56>
Adam, I'm certain this has been asked before, but...

Could you add a list of Priorities to the Export file, at least for the Text version?
Title: Re: Chummer for 5th Edition
Post by: decPL on <09-12-14/0529:48>
A most humble feature request as well (despite wanting to do this for quite a while now, I haven't glance at the code even once, so this might, or might not be trivial). Would it be possible to allow adding multiple spare clips to a weapon, or at least streamline the process a bit?

My players have honestly surprised me that they've actually went the blank trenchcoat way in creating their characters (I still remember our old D&D sessions; it must simply be that everyone's 3X+ now), but even a non-wired, work-in-the-shadows professional must consider fighting a few bad guys from time to time, so a few spare clips/weapon are a must.
Title: Re: Chummer for 5th Edition
Post by: Malevolence on <09-12-14/1425:18>
A most humble feature request as well (despite wanting to do this for quite a while now, I haven't glance at the code even once, so this might, or might not be trivial). Would it be possible to allow adding multiple spare clips to a weapon, or at least streamline the process a bit?
You can do this currently (add the clips to the weapon as a weapon accessory, then the ammo to the clips as gear), but yes, it can certainly benefit from some streamlining. Adam is looking into this in regards to SINs, so maybe once he's done there he can use the same solution for spare clips as it is also something that can be done multiple ways (as a weapon accessory, as a location, as gear in the gear section with ammo as an plugin, in the gear section as separate items, and probably at least one more way).
Beyond that, I'm looking at how Chummer handles fake SINs and licenses... Right now there's at least six different ways to put them in Chummer and it's not at all clear to the user which one if any is the "right" way to do it.  For example, you can just go to the Gear tab and buy your SINs and Licenses and call it a day.  You can buy a SIN and add licenses to it as a plug in (right click on the SIN).  You can buy a commlink, add the SIN as a plugin to the commlink and add the licenses as plugins to the SIN.  You can buy a fake SIN and add both the licenses and a commlink as plugins to the SIN.  And lastly you can just buy your commlink, licenses and a SIN and use Locations in the gear to cluster them together.  And they're all the "right" way to do it.  But it makes it a real pain in the ass to figure out how to show an ID's section on the character sheet.  But if I change anything in how Chummer handles ID's to make it work better for the sheets, it has to be able to update existing characters to use the new format.  Needless to say, this one is going to take some work.
Title: Re: Chummer for 5th Edition
Post by: justkelly on <09-12-14/1500:48>
I shared with Adam a weird character sheet issue already, but has anyone had a problem raising their automatics skill from 2 to 3?  Meaning it looks like it done (skill number and karma are correct), you save your file and when you come back to it later the karma is still expended, but the rank is still showing 2?
Title: Re: Chummer for 5th Edition
Post by: MadDogMaddux on <09-13-14/1402:32>
Possible error calculating Essence Hole?

I sold my Standard Aluminum Bone Lacing at 20%, then purchased/installed Deltaware Titanium Bone Lacing. The result was a net gain in essence of .25 - so I should (I think?) have an Essence Hole of .25. But instead my Essence went up, and no Essence hole is indicated.

Cyberware total: 1.07 Ess (down from 1.32)
Bioware total: 2.52 Ess
Essence Hole: 0.00

Total Essence Remaining: 2.41 (having gone up from 2.17)
Title: Re: Chummer for 5th Edition
Post by: Davidvs on <09-13-14/1927:16>
Adam:

Under gear, disguise, uniforms: I get an error when I try to purchase a uniform. It says the string isn't correct and crashes.

Thanks,
Title: Re: Chummer for 5th Edition
Post by: KarmaInferno on <09-14-14/1834:42>
Possible error calculating Essence Hole?

I sold my Standard Aluminum Bone Lacing at 20%, then purchased/installed Deltaware Titanium Bone Lacing. The result was a net gain in essence of .25 - so I should (I think?) have an Essence Hole of .25. But instead my Essence went up, and no Essence hole is indicated.

Cyberware total: 1.07 Ess (down from 1.32)
Bioware total: 2.52 Ess
Essence Hole: 0.00

Total Essence Remaining: 2.41 (having gone up from 2.17)

In the 4E version there was a "essence hole" implant you added to represent the missing essence. Is it not there in 5th?


-k
Title: Re: Chummer for 5th Edition
Post by: Attilatheyeon on <09-16-14/0311:53>
I've noticed that the spirits tab and specialization don't always show the correct spirit types, especially for voodoo. Seems to be stuck on shaman spirits.
Title: Re: Chummer for 5th Edition
Post by: fyrebug72 on <09-16-14/0855:31>
I am having trouble with my skill points. Whenever I raise a skill it uses karma instead of my alotted skill points
Title: Re: Chummer for 5th Edition
Post by: 8-bit on <09-16-14/1056:18>
I noticed that Dwarves cannot take the Resistance to Toxins/Pathogens quality. This is possibly an error in making the Dwarf's racial bonus a quality? Thread here - http://forums.shadowruntabletop.com/index.php?topic=18020.0;topicseen
Title: Re: Chummer for 5th Edition
Post by: Malevolence on <09-16-14/1402:08>
I am having trouble with my skill points. Whenever I raise a skill it uses karma instead of my alotted skill points
I apologize if you have already considered this, but you didn't provide details so I have to make some assumptions. There are two columns for adjusting your skill rating - one is for spending points and one is for spending karma, so make sure you are using the correct one. Also, if you are in career mode, you no longer have the option of spending skill points.

If none of those are the solution, you'll probably have to send Adam your character as it would be VERY weird for you to be raising the value in the skill points column and it spending karma. Only think I can think is are you using a recent version since the earlier versions didn't give you the two columns and used an algorithm that selected how to optimally buy skills using karma and skill points, but even then only dipped into karma once all of your skill points were used.
Title: Re: Chummer for 5th Edition
Post by: jim1701 on <09-20-14/0112:42>
I found a couple things:

1.  If you add a weapon to a vehicle or a drone then remove it the weapon description remains in the information area on the right.  It doesn't appear to affect the character sheet but it is confusing to look at.
2.  I believe I saw earlier that you include the "free" point of recoil in the weapon stats.  That doesn't work for vehicle/drones.  They get their BODY in RC plus any applicable RC from the weapon.  Also if you could split the base RC from the conditional RC (e.g. bipods for example) it makes weapon selection for drones and vehicles a lot easier.
3.  When I add both The Beast's Way and Mentor Spirit as positive qualities it only counts The Beast's Way against my karma costs. 
4. Not sure if this is an issue but you can't add accessories to slide mounts on weapons.  I don't know if that is intentional or not. 

Over all much kudos to you and your predecessor.  This is a pretty smooth functioning piece of software!

Edit:  Never mind on item #3.  I see why it works that way now. 
Title: Re: Chummer for 5th Edition
Post by: Fedifensor on <09-21-14/0134:19>
A member of my gaming group that uses Chummerfor his Rigger said that the Smart Firing Platform (pg 433 core rulebook) doesn't show up in his list of drones.
Title: Re: Chummer for 5th Edition
Post by: JackVII on <09-21-14/0859:58>
A member of my gaming group that uses Chummerfor his Rigger said that the Smart Firing Platform (pg 433 core rulebook) doesn't show up in his list of drones.
I don't think that counts as a drone since you can't jump into it, just remote control it.
Title: Re: Chummer for 5th Edition
Post by: Fedifensor on <09-21-14/1134:34>
I don't think that counts as a drone since you can't jump into it, just remote control it.
Even without a rigger interface, it should still count as a drone...

Quote from: SR Core Rulebook, pg 433
Wireless: You can fire the mounted weapon remotely (Control Device, p. 238), like a drone with no rigger interface.

Off-topic question: Can you add a rigger interface to a smart firing platform?
Title: Re: Chummer for 5th Edition
Post by: JackVII on <09-21-14/1201:43>
I don't think that counts as a drone since you can't jump into it, just remote control it.
Even without a rigger interface, it should still count as a drone...

Quote from: SR Core Rulebook, pg 433
Wireless: You can fire the mounted weapon remotely (Control Device, p. 238), like a drone with no rigger interface.

Off-topic question: Can you add a rigger interface to a smart firing platform?
Do vehicles appear in the drone category?
Title: Re: Chummer for 5th Edition
Post by: Adam on <09-22-14/1502:35>
I'm alive! Whew... work reared its ugly head and I was not only going full tilt during regular office hours but I was having to pull 11 and 12 hour days there for a while.  But it seems that things have calmed back down and I'll be able to put in some hours on Chummer again. I'm trying to wrap up the spirit update and with it a number of bug fixes from things you folks have found in the last week.

Let me go through the list of things y'all have asked about.

More feature requests (cause I know you love these when you are knee deep in a major update):
1. Options for "High Life" (2 from category A and no E) and "Low Life" (No A and 2 from category E) chargen. This seems to be a fairly common house rule from what I've seen in character comment threads and PbP. Might be easier have an option just to allow the arbitrary selection of priorities rather than forcing you to one of each or adding two different priority election methods.
2. Something like PACKS, but for gear mods. Sensor suites and optical/auditory enhancements often either have a few common elements that a given player always likes to include but then add to or maybe even a complete set requiring no modification that they use often. This comes up often for me when adding drones and modifying the sensors in the sensor array, but I've seen gun bunnies with a large array of guns that have two or three mods that are the same on each gun.

The first is probably simple to add (just have a flag disable the auto swapping of priorities code), the second might be a more significant undertaking. Neither is particularly high-priority, but I just wanted to get them in your queue.

1. I've actually got both of those in my queue plus the ability to define custom priority sets (AABBC as an example). Probably after I've finished the character sheet update.
2. Let me think about that one.  I know that for myself, what I did when faced with the same thing is to create a character I called Weapons Locker.  Any time I created a detailed piece of gear or a tricked out drone or vehicle, was to copy it and paste it into Weapons Locker.  That meant all my reusable stuff was on one character I could copy and paste from.  I realize it's not exactly what you're looking for but it might help some.  In the meantime, let me think on it and see if I can find some way to make it work in Chummer.

Adam, I'm certain this has been asked before, but...

Could you add a list of Priorities to the Export file, at least for the Text version?

When you say "Export File" I assume you're meaning the character sheet? It's now stored in the character file although there was a bug in that code for several versions before I found it and got it fixed so that it wasn't saving the values.  Basically any character created after about 5.135 should have the info stored in it.  The text only character sheet will show it if the information is available. Unfortunately there's not a way for me to recover that information automatically in characters created before that.

A most humble feature request as well (despite wanting to do this for quite a while now, I haven't glance at the code even once, so this might, or might not be trivial). Would it be possible to allow adding multiple spare clips to a weapon, or at least streamline the process a bit?

My players have honestly surprised me that they've actually went the blank trenchcoat way in creating their characters (I still remember our old D&D sessions; it must simply be that everyone's 3X+ now), but even a non-wired, work-in-the-shadows professional must consider fighting a few bad guys from time to time, so a few spare clips/weapon are a must.

That's another item that is already on my list (along with the ability to buy weapon accessories as gear so you could for example keep a spare silencer stowed away somewhere).  For the time being, you can buy spare clips as gear and then buy the ammo as a plugin to the clip.  I know it isn't optimal but I'm hoping the new character sheets will help resolve the issue.

Possible error calculating Essence Hole?

I sold my Standard Aluminum Bone Lacing at 20%, then purchased/installed Deltaware Titanium Bone Lacing. The result was a net gain in essence of .25 - so I should (I think?) have an Essence Hole of .25. But instead my Essence went up, and no Essence hole is indicated.

Cyberware total: 1.07 Ess (down from 1.32)
Bioware total: 2.52 Ess
Essence Hole: 0.00

Total Essence Remaining: 2.41 (having gone up from 2.17)

As it stands right now, Chummer doesn't track your Essence Hole. But you're right in that it should. I'll put it on my to do list.

Adam:

Under gear, disguise, uniforms: I get an error when I try to purchase a uniform. It says the string isn't correct and crashes.

Thanks,

Very good catch. I'll try to have that fixed in the next build.

I noticed that Dwarves cannot take the Resistance to Toxins/Pathogens quality. This is possibly an error in making the Dwarf's racial bonus a quality? Thread here - http://forums.shadowruntabletop.com/index.php?topic=18020.0;topicseen

This has already been addressed for the next build. Chummer was incorrectly using the Resistance to Toxins/Pathogens quality to represent the racial resistance to toxins and pathogens.  With the next build it will start using a new "quality" to represent dwarven racial resistance rather than the Resistance to Toxins and Pathogens quality.... it is even backward compatible so it will retroactively fix any existing characters.  Sorry about the inconvenience.

I am having trouble with my skill points. Whenever I raise a skill it uses karma instead of my alotted skill points
I apologize if you have already considered this, but you didn't provide details so I have to make some assumptions. There are two columns for adjusting your skill rating - one is for spending points and one is for spending karma, so make sure you are using the correct one. Also, if you are in career mode, you no longer have the option of spending skill points.

If none of those are the solution, you'll probably have to send Adam your character as it would be VERY weird for you to be raising the value in the skill points column and it spending karma. Only think I can think is are you using a recent version since the earlier versions didn't give you the two columns and used an algorithm that selected how to optimally buy skills using karma and skill points, but even then only dipped into karma once all of your skill points were used.

Agreed. The left column uses skill points and the right column uses karma.  If you are still having a problem, send me a copy of your character with instructions on what you're doing so I can either duplicate the problem or possibly see if there's something unexpected you're doing that is triggering the problem.  srchummer5@gmail.com

I've noticed that the spirits tab and specialization don't always show the correct spirit types, especially for voodoo. Seems to be stuck on shaman spirits.

The whole way spirits are handled has been replaced (there's a new Spirits tab that entirely replaces the spirits list) so I'm pretty sure I've killed that particular bug but I'll triple check.  This will be available with the next build.

I found a couple things:

1.  If you add a weapon to a vehicle or a drone then remove it the weapon description remains in the information area on the right.  It doesn't appear to affect the character sheet but it is confusing to look at.
2.  I believe I saw earlier that you include the "free" point of recoil in the weapon stats.  That doesn't work for vehicle/drones.  They get their BODY in RC plus any applicable RC from the weapon.  Also if you could split the base RC from the conditional RC (e.g. bipods for example) it makes weapon selection for drones and vehicles a lot easier.
3.  When I add both The Beast's Way and Mentor Spirit as positive qualities it only counts The Beast's Way against my karma costs. 
4. Not sure if this is an issue but you can't add accessories to slide mounts on weapons.  I don't know if that is intentional or not. 

Over all much kudos to you and your predecessor.  This is a pretty smooth functioning piece of software!

Edit:  Never mind on item #3.  I see why it works that way now. 

1. Good catch. I'll try to get it resolved soon but it probably won't be in the next build.
2. Hmmm... I'll try to get that fix in when I work on drones and vehicles for the upcoming character sheet changes.
4. Not really intentional but also not fully fleshed out.  Optimally you could have several options to put on slide mounts with only one of them active at a time.  Might come into play with the item listed above about being able to buy weapon accessories as gear.

A member of my gaming group that uses Chummerfor his Rigger said that the Smart Firing Platform (pg 433 core rulebook) doesn't show up in his list of drones.
I don't think that counts as a drone since you can't jump into it, just remote control it.

Nominally they're not really drones because you can't jump into them... but from an organizational stand point I can see why you might want it with your drones especially as they have many of the same stats as drones.  I'll put this on my to do list when working on drones and vehicles (which you might have noticed from the above items is getting a bit lengthy).


Sorry for being out of touch for a bit... I'll be trying to get the next build out this week.  Thank you all for your patience and encouragement.
Title: Re: Chummer for 5th Edition
Post by: firebug on <09-22-14/1523:41>
You've been doing an amazing job, seriously, and I don't think you could be thanked enough.

I haven't been following this thread, so if this error has already been mentioned I apologize.  When buying the Mortimer of London Greatcoat Coat (what a name), even though it's the only armor I'm wearing, it still treats it as if I have a +3 accessory on (and thus at 1 STR, I get a -1 to AGI).  Also in the purchase menu, it only displays the armor as "+3", but I doubt that's an error so much as just something you haven't totally worked out yet.

I would assume this works the same way for all the similar coats like the Argentum and what not?
Title: Re: Chummer for 5th Edition
Post by: Zwischenzug on <09-22-14/1530:42>
Huge thanks for putting this together!

Two notes:
1. After downloading the last version, it seems my autoupdate feature is no longer working. I get the following message:
An error occurred while parsing EntityName. Line 3, position 244.

2. Contacts seem to be limited to Connection Rating 6; this is likely a hold-over from SR4, as Connection Rating can go to 12 in SR5.

Thanks again, this makes character building so much easier.
Title: Re: Chummer for 5th Edition
Post by: 8-bit on <09-22-14/2301:22>
I'm alive! Whew... work reared its ugly head and I was not only going full tilt during regular office hours but I was having to pull 11 and 12 hour days there for a while.  But it seems that things have calmed back down and I'll be able to put in some hours on Chummer again. I'm trying to wrap up the spirit update and with it a number of bug fixes from things you folks have found in the last week.


I noticed that Dwarves cannot take the Resistance to Toxins/Pathogens quality. This is possibly an error in making the Dwarf's racial bonus a quality? Thread here - http://forums.shadowruntabletop.com/index.php?topic=18020.0;topicseen

This has already been addressed for the next build. Chummer was incorrectly using the Resistance to Toxins/Pathogens quality to represent the racial resistance to toxins and pathogens.  With the next build it will start using a new "quality" to represent dwarven racial resistance rather than the Resistance to Toxins and Pathogens quality.... it is even backward compatible so it will retroactively fix any existing characters.  Sorry about the inconvenience.

Sorry for being out of touch for a bit... I'll be trying to get the next build out this week.  Thank you all for your patience and encouragement.

Thanks for taking the time to answer our questions! I would also like to thank you for making Chummer; I have created so many characters with it that would have been a nightmare to make otherwise. We all can understand real life getting in the way, but I'm glad you could find the time to answer our questions. You've done such a great job, and thank you again for making Chummer.
Title: Re: Chummer for 5th Edition
Post by: SmilinIrish on <09-23-14/1332:24>
Bug report:  I'm using version 5.139.  "check for updates" causes error.  Unhandled exception.  An error occurred while parsing EntityName. Line3. position 244.

Also negative qualities allow karma greater than 25.  IIRC, in the previous builds you could take more negative qualities, but could only receive 25 karma max.

Title: Re: Chummer for 5th Edition
Post by: Iridios on <09-23-14/1753:42>
Bug report:  I'm using version 5.139.  "check for updates" causes error.  Unhandled exception.  An error occurred while parsing EntityName. Line3. position 244.

I get this as well, but also noticed that the update window starts to open.  It is visible in Aeropeek (the preview when you hover over the tab in the taskbar), but invisible on the screen.
Title: Re: Chummer for 5th Edition
Post by: Lusis on <09-23-14/1805:28>
Adam, errata for R&G is up: http://www.shadowruntabletop.com/2014/09/run-gun-and-street-grimoire-errata-is-happening-now/
Title: Re: Chummer for 5th Edition
Post by: Kincaid on <09-24-14/0844:51>
When I select a cyber holdout pistol from the Weapons list, it doesn't cost me Essence.  Also, it seems to be granting me my dice from my Semi-Automatics specialization.  Also, how is Public Awareness calculated?  I'm porting over my Missions character and his PA is set at 4.  Is there some way to edit this and Street Cred? 

Thanks again for all your work on this!
Title: Re: Chummer for 5th Edition
Post by: celondon on <09-24-14/1109:06>
I'm alive!
Welcome back!

Adam, I'm certain this has been asked before, but...

Could you add a list of Priorities to the Export file, at least for the Text version?

When you say "Export File" I assume you're meaning the character sheet? It's now stored in the character file although there was a bug in that code for several versions before I found it and got it fixed so that it wasn't saving the values.  Basically any character created after about 5.135 should have the info stored in it.  The text only character sheet will show it if the information is available. Unfortunately there's not a way for me to recover that information automatically in characters created before that.

I was specifically thinking of the Text only character sheet, and after testing, I see this does, indeed, work as described. The character I was working on was created previous to that change, so nothing to do there. I'll recreate the character (easily done) so the data is saved and not worry about it again.

Thanks for the reply and all your hard work. Both are very appreciated.
Title: Re: Chummer for 5th Edition
Post by: SmilinIrish on <09-25-14/1201:33>
Adam, just in case you get caught up  :o, Shadow spells is out.
Title: Re: Chummer for 5th Edition
Post by: adzling on <09-25-14/2148:19>
And the S.G. errata is out.

I bet you'll love that you're editing the Commanding Voice power again..
And they created a whole new one out of the existing commanding voice....

yaa-aayyy....
Title: Re: Chummer for 5th Edition
Post by: 8-bit on <09-25-14/2151:14>
Poor Adam. I wish you the best of luck in getting all this stuff into Chummer.
Title: Re: Chummer for 5th Edition
Post by: k_night on <09-26-14/1631:15>
it seems you have forgotten nausea gas  :o
or did i derp?
Title: Re: Chummer for 5th Edition
Post by: Cadaxar on <09-26-14/2121:15>
Getting an error when i open options (don't even have to change anything) and clicking the "OK" button.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
   at Chummer.frmOptions.SaveRegistrySettings()
   at Chummer.frmOptions.cmdOK_Click(Object sender, EventArgs e)
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.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)
Title: Re: Chummer for 5th Edition
Post by: Zwischenzug on <09-29-14/1419:28>
I think the Mnemonic Enhancer Bioware isn't applying it's Mental Limit bonus correctly; when I add the piece of ware it adjusts the limit correctly, but when I close the character sheet and reopen it the limit modifier is gone. Using the Reapply option does work, but I'm not seeing a pop-up for the mental limit indicating the expected "+ Modifiers (X)" like it does for Memory.
Title: Re: Chummer for 5th Edition
Post by: Poindexter on <09-29-14/1518:46>
I'm having trouble breaking skill groups and getting it to stay.

I payed to bump blades from 2 to 3 like 3 times and it never saved.
it DID save the record of my having done it 3 times, but never actually did it.
Title: Re: Chummer for 5th Edition
Post by: Koshnek on <09-30-14/0121:01>
How do you get that cool looking pdf format? Is it a work in progress or do I have to do something to update it?
Title: Re: Chummer for 5th Edition
Post by: Iridios on <09-30-14/1847:00>
How do you get that cool looking pdf format? Is it a work in progress or do I have to do something to update it?

If you are talking about a PDF of the character sheet output, then I can tell you that I use Primo PDF.  It is a PDF 'Printer'.  Instead of sending the print job to a real printer you just send it to the PDF printer.
Title: Re: Chummer for 5th Edition
Post by: jim1701 on <09-30-14/1858:10>
I use PDF995, also a PDF "printer"  It uses the page setup settings from Internet Explorer so if you want to change margins, headers & footers, etc. you do it there. 
Title: Re: Chummer for 5th Edition
Post by: Koshnek on <09-30-14/1952:47>
I can get it to save PDF's and everything. I meant to ask how do I get it to look like the PDF in the Chummer5 google drive folder?
Title: Re: Chummer for 5th Edition
Post by: justkelly on <09-30-14/2043:21>
I'm having trouble breaking skill groups and getting it to stay.

I payed to bump blades from 2 to 3 like 3 times and it never saved.
it DID save the record of my having done it 3 times, but never actually did it.

I reported this issue, firearms group, a few weeks ago to Adam and sent him my character sheet to help diagnose the code. Hopefully he'll have resolved this in an upcoming release.
Title: Re: Chummer for 5th Edition
Post by: jim1701 on <09-30-14/2104:27>
My issue with breaking skill groups is that once I do I can't undo it.  I could clear all the values for the skills and skill groups except the one I broke (fields were set to read only.)  I had to start over with the character build because I couldn't see a way around it. 
Title: Re: Chummer for 5th Edition
Post by: 8-bit on <09-30-14/2106:53>
I haven't tried it, but if you go to the special tab and select "Change Priority Selection", it might fix it. Just be sure to adjust everything again (like take your attributes off what you want then put them back on) otherwise the derived stuff like Skill Points and Contacts gets glitched.
Title: Re: Chummer for 5th Edition
Post by: Snake Eyes on <09-30-14/2109:04>
I can get it to save PDF's and everything. I meant to ask how do I get it to look like the PDF in the Chummer5 google drive folder?
That sheet is a WIP.......a very cool sheet
Title: Re: Chummer for 5th Edition
Post by: Koshnek on <09-30-14/2206:47>
I thought so, but I thought I'd check. Also, I have a bug with assessing. I raised it to 9 in chargen, but when u save as finished it reverts to 5.

Exotic ranged lasers also won't boost past 6 in chargen.

Both issues were encountered when using the ignore chargen rules option.
Title: Re: Chummer for 5th Edition
Post by: Poindexter on <10-01-14/0104:15>
I've also noticed I can't raise contacts connections rating any higher than 6. it just wont stay.
Title: Re: Chummer for 5th Edition
Post by: Namikaze on <10-01-14/0124:53>
Ahh...  that's one of the sheet formats that Adam is playing with.  I don't think it's implemented yet though.
Title: Re: Chummer for 5th Edition
Post by: jim1701 on <10-01-14/0148:33>
I haven't tried it, but if you go to the special tab and select "Change Priority Selection", it might fix it. Just be sure to adjust everything again (like take your attributes off what you want then put them back on) otherwise the derived stuff like Skill Points and Contacts gets glitched.

Tried that.  Didn't work.  Thanks though.  ;)
Title: Re: Chummer for 5th Edition
Post by: 8-bit on <10-01-14/1105:42>
I haven't tried it, but if you go to the special tab and select "Change Priority Selection", it might fix it. Just be sure to adjust everything again (like take your attributes off what you want then put them back on) otherwise the derived stuff like Skill Points and Contacts gets glitched.

Tried that.  Didn't work.  Thanks though.  ;)

Well, I tried. Sorry.
Title: Re: Chummer for 5th Edition
Post by: nylanfs on <10-01-14/1208:06>
That PDF is, I believe, a mock-up of what he's aiming for.

And I prefer PdfRedirect over PDF995
Title: Re: Chummer for 5th Edition
Post by: Ariketh on <10-01-14/1334:38>
I can get it to save PDF's and everything. I meant to ask how do I get it to look like the PDF in the Chummer5 google drive folder?

I believe that is the work in progress and mock up of the future character sheet output.

-Ariketh
Title: Re: Chummer for 5th Edition
Post by: Iridios on <10-01-14/1739:28>
I've also noticed I can't raise contacts connections rating any higher than 6. it just wont stay.

If this is during character creation this is by the rules.  Contacts cannot start with a combined rating over 7.  That would be 6 connection 1 loyalty.
Title: Re: Chummer for 5th Edition
Post by: Koshnek on <10-01-14/2224:15>
That's fine normally, but you should be able to raise it past 7 points if you check ignore chargen rules, eh?
Title: Re: Chummer for 5th Edition
Post by: 8-bit on <10-01-14/2227:30>
That's fine normally, but you should be able to raise it past 7 points if you check ignore chargen rules, eh?

Well, it specifically says when you hold your cursor over the check box that it only ignore Skill and Attribute maximums. It's intended for GMs to create NPCs, and NPCs don't really need contacts.

Not that I'm saying it wouldn't be nice to ignore all rules, but at least the check box tells you what it does.
Title: Re: Chummer for 5th Edition
Post by: maquise on <10-02-14/0031:55>
I might be missing something, but I can't seem to find Career mode.
Title: Re: Chummer for 5th Edition
Post by: Namikaze on <10-02-14/0047:30>
I might be missing something, but I can't seem to find Career mode.

When you go to the last tab of the character, you'll see a box that says "Mark as Created."  Check that box and save the character.
Title: Re: Chummer for 5th Edition
Post by: 8-bit on <10-02-14/0050:54>
I might be missing something, but I can't seem to find Career mode.

When you go to the last tab of the character, you'll see a box that says something to the effect of "Ready for Career Mode" or "Lock for Career Mode."  Check that box and save the character.

In my version it says "Mark as Created". It's basically the same thing, but just in case people are looking for those two boxes and instead see what I have. Just be careful about using Career mode, you cannot freely edit it like you can in Creation mode. So, make sure you are ready to use it when you do.
Title: Re: Chummer for 5th Edition
Post by: Namikaze on <10-02-14/0059:50>
Thanks 8-bit!  I couldn't remember the specific term used, so I'll correct my post.  :)
Title: Re: Chummer for 5th Edition
Post by: maquise on <10-02-14/0217:38>
 My Contacts total points are off; I have 3 Charisma and only 6 points available.

Title: Re: Chummer for 5th Edition
Post by: Zwischenzug on <10-02-14/0656:15>
maquise
Did you raise Charisma from 2 to 3 with Karma? If so, this action takes place after or at the same time Contact Karma is provided in the book, which is why you only get CHA * 3 for the value of CHA before Karma is spent on it.
Title: Re: Chummer for 5th Edition
Post by: Michael Chandra on <10-02-14/0713:00>
Of course since chargen is a bundled disorganized mess, your GM may (like I did for Knowledge skills) allow otherwise, but yeah that would be a plausible cause.
Title: Re: Chummer for 5th Edition
Post by: brasso on <10-03-14/0726:32>
Does anyone know which book BB is referring to?

I've looked here: http://shadowrun.wikia.com/wiki/Shadowrun_Reference_Standard_Codes (http://shadowrun.wikia.com/wiki/Shadowrun_Reference_Standard_Codes)

but no luck.
Title: Re: Chummer for 5th Edition
Post by: Zwischenzug on <10-03-14/0735:52>
BB is Bullets & Bandages; http://rpg.drivethrustuff.com/product/130605/Shadowrun-Bullets--Bandages
Title: Re: Chummer for 5th Edition
Post by: brasso on <10-03-14/0752:25>
Thanks Z - wiki updated
Title: Re: Chummer for 5th Edition
Post by: Zwischenzug on <10-03-14/2029:50>
Would it be possible to remove the auto-assign rules for the Priority Selection, or have an option to toggle it on and off?

If using the Street Scum or High Life rules, it seems like one could easily achieve this by using the appropriate Prime/Standard/Street level availability and karma limits, while disabling the automatic reordering of priorities as one goes through the creation screen would allow us to pick AABCE, CCDDE or BCDEE, or even AAAAA if we wanted to. I'm assuming this ordering feature is a part of the base program, because I can't find any mention of it in the XML files.

Also, I think the calculation for Current Magic Attribute is flawed when combining cyberware and bioware; I tried creating a couple of different characters with a Magic attribute of varying values, and while the Maximum is calculated correctly the current attribute value seems to round incorrectly.

For instance, choosing Priority A: Troll (5), Priority B: Attributes (20), and Priority C: Magic (Adept 4, 1 Rating 2 skill) gives me a Current Magic of 4 and a Maximum of 6. Buying a Datajack (0.1 Essence, which should drop both Maximum and Current Magic by 1), drops the Metatype Limits to 3/5 (should be just straight 5?), but both Base and Value (Aug) remains at 4. Value (Aug) even has a tooltip that says "MAG 4 + Essence Loss (0)". Adding a Control Rig (Rating 1, 1 Essence) reduces the Metatype Limits to 2/4 (should be 4/4?) while the Base and Val (Aug) remains at 4 with the same tooltip.


Never mind :)

Finally, some notes on 'ware.
The Rating of Damage Compensators should only apply to one Condition Monitor box per Rating point; this is not currently possible, as the Condition Monitor, Threshold improvement applies to both. So, buying a Rating 1 Damage Compensator gives you an increased threshold of 1 to both Stun and Physical monitors, while it should only apply to 1 of them. Similarly, Rating 6 Damage Compensators give you a threshold offset of 6 to both tracks, while it should only be 6 total.

Not sure if you can add Improvements with ware without making them inherent, but Pain Editor currently doesn't add the improvements for +1 WIL, -1 INT, and the ignore all injury modifiers (both stun and physical) while enabled. I just add these myself, naturally.
Title: Re: Chummer for 5th Edition
Post by: Gendo on <10-04-14/0511:23>
First, sorry for my bad english but I find some bugs in actual version of Chummer. Some time ago i created characters that was save in careere mode. After that, i improve her gymnastic skill from 5 to 8 and save. Actually chummer still show me that this skill still have value 5. Next bug is wrong calculate public awerness. Chummer do that like in SR 4, but in 5 ed PA isn't correlate with Street cred and Notoriety.
Title: Re: Chummer for 5th Edition
Post by: Ariketh on <10-06-14/1902:35>
If using the Street Scum or High Life rules, it seems like one could easily achieve this by using the appropriate Prime/Standard/Street level availability and karma limits, while disabling the automatic reordering of priorities as one goes through the creation screen would allow us to pick AABCE, CCDDE or BCDEE, or even AAAAA if we wanted to. I'm assuming this ordering feature is a part of the base program, because I can't find any mention of it in the XML files.

I know Adam has mentioned previously that support for the alternate priority options are coming, they just aren't available yet.

Not sure if you can add Improvements with ware without making them inherent, but Pain Editor currently doesn't add the improvements for +1 WIL, -1 INT, and the ignore all injury modifiers (both stun and physical) while enabled. I just add these myself, naturally.

Situational modifiers aren't currently accounted for in Chummer just yet, like the wireless bonuses for gear. Situational modifiers will show up at one point as Adam has mentioned previously.

Now, I suspect that you don't think the stat adjustments from the pain editor are situational. After all, bioware should be always "on." But lets look at the text:

Quote from: SR5, 460
Pain editor: This  cluster  of  specialized  nervous  tissue is designed to filter sensory stimuli. If the pain editor is active, this allows you to ignore all injury modifiers, and  you  even  stay  conscious  when  your  Stun  Condition Monitor is completely full. You feel no pain—you’re blissfully, dangerously, recklessly unaware of the extent of  damage  you’ve  taken  without  either  performing  a self-examination (Observe In Detail action) or being informed by a biomonitor (p. 450). While active, the pain editor increases your Willpower by 1 and decreases your Intuition  by  1.  Additionally,  all  tactile  Perception  Tests you make receive a dice pool modifier of –4.

Bold mine. While I would agree that bioware should always be "on", the text is clear that the pain editor has an off state. I assume that off state is when you are healthy and unwounded. Ergo, it's a situational modifier and not yet available in Chummer.

Incidentally, I double checked Chummer for SR4, as the rules for a Pain Editor in SR4 are identical. They don't modifiy stats there either.

First, sorry for my bad english but I find some bugs in actual version of Chummer. Some time ago i created characters that was save in careere mode. After that, i improve her gymnastic skill from 5 to 8 and save. Actually chummer still show me that this skill still have value 5. Next bug is wrong calculate public awerness. Chummer do that like in SR 4, but in 5 ed PA isn't correlate with Street cred and Notoriety.

I wasn't able to reproduce the skill error. Which version of Chummer are you using? Also, check the Karma tab and see if it recorded the karma expenditures. Are the karma expenditures displaying properly? If the karma expenditures aren't there, that will help determine if it's a saving issue or if it's something else.

Also, where is it showing you still have a 5? The character sheet or the skills tab?

The issues regarding street cred, public awareness and notoriety are known (http://forums.shadowruntabletop.com/index.php?topic=17200.msg315108;topicseen#msg315108). They haven't made it in yet.

-Ariketh
Title: Re: Chummer for 5th Edition
Post by: brasso on <10-07-14/0720:31>
Hi guys - does anyone know at AP standards for?

Thanks
Title: Re: Chummer for 5th Edition
Post by: prismite on <10-07-14/1055:09>
Hi guys - does anyone know at AP standards for?

Thanks

You mean like "Armor Penetration?"

Or if you are talking about the book "AP" then it would be "Assassin's Primer"
Title: Re: Chummer for 5th Edition
Post by: Ariketh on <10-07-14/1457:25>
Hi guys - does anyone know at AP standards for?

Not trying to pick on you, but it highlights something I'd like to bring up that I have seen a bit through this thread. This question is problematic. We don't know if you're seeing this on weapon stats, or in the spot where the book & page is listed for each of the rules references, etc. It really behooves you (generic, not specific) to be more precise. The more precise you are, the fewer questions we (the community) have to ask to get what you mean. (Or randomly toss out, as prismite was kind enough to do.)

Similarly, when providing a bug report, details can be crucial. "X doesn't work" is nice, but it's not always helpful. Details are better. Zwischenzug's description of the Damage Compensators is pretty good. It describes what was wrong and how it was wrong. Also, if there is a specific action that doesn't work right, steps to reproduce it help, like "When adding a modification, the mod window pops up, but when I select anything (single click), it crashes. But if I double click, it adds the mod just fine."

Finally, search. (Old man shouts at clouds, news at 11.) It usually works well. Character creation priority status ("chummer priority") and public awareness ("chummer public awareness") have been mentioned in the thread already. Also, there is a slightly outdated, but still useful wiki (http://www.chummergen.com/chummer/wiki/MainPage.ashx) that has information about basic use, like career mode.

I'm not trying to be an ass here, just pointing out that you can help us help you and that you might get a faster answer if you do some searching. (Rather than waiting for someone else to respond.)

Thanks for you time,
Ariketh
Title: Re: Chummer for 5th Edition
Post by: Michael Chandra on <10-07-14/1508:31>
The best way to search in a topic if something has already been mentioned, is press the print button at the top-right corner. This gives you a read of the entire topic without avatars, where you can easily search without having to work through all the pages.
Title: Re: Chummer for 5th Edition
Post by: Lusis on <10-07-14/1650:57>
Haven't seen Adam in a bit. Is he still kickin'?
Title: Re: Chummer for 5th Edition
Post by: Gendo on <10-07-14/1732:15>
Ariketh: I use Chummer 0.0.5.139, in karma logs expenditures are correct and gymnastic 5 is on character sheet and skill tab. Troube is probably only with gymnastic skill, becouse other skills are correct.
Title: Re: Chummer for 5th Edition
Post by: SmilinIrish on <10-07-14/1742:53>
I was wondering about Adam too.  Even checked the thread on the other boards.  Looks like the last time he logged on was 9/25, about 3 days after he last posted in this thread.  He said that he had been pulling 12s.  Right after that, a new book and two erratta's came out.  Hopefully he didn't decide that this was too much to keep up with.  Wish there was a way some of us could help.  I don't know the first thing about coding.  I'd be willing to contribute to his purchase of new materials to keep Chummer current, but don't know how to do that. 

M
Title: Re: Chummer for 5th Edition
Post by: brasso on <10-09-14/1626:46>
Hi guys - does anyone know at AP standards for?

Not trying to pick on you, but it highlights something I'd like to bring up that I have seen a bit through this thread. This question is problematic. We don't know if you're seeing this on weapon stats, or in the spot where the book & page is listed for each of the rules references, etc. It really behooves you (generic, not specific) to be more precise. The more precise you are, the fewer questions we (the community) have to ask to get what you mean. (Or randomly toss out, as prismite was kind enough to do.)

Similarly, when providing a bug report, details can be crucial. "X doesn't work" is nice, but it's not always helpful. Details are better. Zwischenzug's description of the Damage Compensators is pretty good. It describes what was wrong and how it was wrong. Also, if there is a specific action that doesn't work right, steps to reproduce it help, like "When adding a modification, the mod window pops up, but when I select anything (single click), it crashes. But if I double click, it adds the mod just fine."

Finally, search. (Old man shouts at clouds, news at 11.) It usually works well. Character creation priority status ("chummer priority") and public awareness ("chummer public awareness") have been mentioned in the thread already. Also, there is a slightly outdated, but still useful wiki (http://www.chummergen.com/chummer/wiki/MainPage.ashx) that has information about basic use, like career mode.

I'm not trying to be an ass here, just pointing out that you can help us help you and that you might get a faster answer if you do some searching. (Rather than waiting for someone else to respond.)

Thanks for you time,
Ariketh

Point taken - it was a book reference, I don't recall where, I'll try to be more precise in future.

I eventually found the books.xml so I'm aware now.

To be fair I did try searching google, this forum, and the chummer wiki, without success, before posting.

Thanks for your help,
Brasso

Title: Re: Chummer for 5th Edition
Post by: Ariketh on <10-09-14/1934:29>
To be fair I did try searching google, this forum, and the chummer wiki, without success, before posting.

All good. :) We're here to help each other out in one form or another. Well, in this thread at least.  ;D

Ariketh: I use Chummer 0.0.5.139, in karma logs expenditures are correct and gymnastic 5 is on character sheet and skill tab. Troube is probably only with gymnastic skill, becouse other skills are correct.

Oh, that is probably why I can't reproduce it. I'm apparently using the version before. (5.138) Due to the translator.exe crash I can't get it to update. I know the workaround is reinstalling, I just haven't gotten around to it yet. You'll probably have to send that character file to Adam with a brief explanation via email. The addy is srchummer5@gmail.com. And if you lose it or this post, know that it's also available in the OP.

I was wondering about Adam too.  Even checked the thread on the other boards.  Looks like the last time he logged on was 9/25, about 3 days after he last posted in this thread.  He said that he had been pulling 12s.  Right after that, a new book and two erratta's came out.  Hopefully he didn't decide that this was too much to keep up with.  Wish there was a way some of us could help.  I don't know the first thing about coding.  I'd be willing to contribute to his purchase of new materials to keep Chummer current, but don't know how to do that. 

I'm not really worried. I don't think this is the longest he's taken a break from posting. Chummer isn't an easy project. Between his long shifts and personal stuff, he just probably doesn't have the time to devote at the moment.

As for helping out, you can! But it would require learning a bit of xml. There's the community conversion project for old SR4 stuff, as noted in my sig. I'm still bogged down in doing the critter and critter power conversions. It's slow work mostly because I only know enough xml to assist with Chummer. (Templates are my friend.)

That said! Even if you don't want to assist with the conversions, getting the new info coded into a file Adam can copy/paste into the final production files should help him out. I'd email him to be sure you aren't duplicating work he's already done.

-Ariketh
Title: Re: Chummer for 5th Edition
Post by: Malevolence on <10-09-14/2006:27>
Between his long shifts and personal stuff, he just probably doesn't have the time to devote at the moment.
I'm hoping he's actually getting the chance to play some Shadowrun between work and Chummer, etc.
Title: Re: Chummer for 5th Edition
Post by: k_night on <10-11-14/0733:00>
found another problem  :P
when bonding a qi focus the power is deducted from your power points total :o
defeating the purpose of the focus :(
Title: Re: Chummer for 5th Edition
Post by: Lusis on <10-23-14/1340:48>
Bump.

Let's not let this die.
Title: Re: Chummer for 5th Edition
Post by: 8-bit on <10-23-14/1344:59>
Something that I've noticed which is not horribly wrong, but still annoying, is a glitch when you select "Change Priority Selection". After you select your new Priorities, you have to change all your Attributes again, otherwise all the derived stuff like Knowledge Skills, Limits, and Contacts, don't add up correctly. Also, if you change from a Mystic Adept to a Mage, the Power Point counter is still there. They aren't big things, and I've gotten used to them, but just something to note.
Title: Re: Chummer for 5th Edition
Post by: jim1701 on <10-23-14/1556:51>
found another problem  :P
when bonding a qi focus the power is deducted from your power points total :o
defeating the purpose of the focus :(

From what I found this is only true for "stackable" powers that don't stack in Chummer such as Improved Reflexes.  It isn't a bug so much as a not so obvious (to the user) way of handling it.  If, for example, you want to take a Force 4 Qi Focus for Improved Reflexes 2 then it will add the cost for the Improved Reflexes 1 automatically so you don't want to add it in yourself.  If I get a Force 4 Qi focus for Mystic Armor then it gives me two levels of "free" MA on the powers tab which I can add two normally.  At least, that is how it is behaving for me.  If you are still seeing an issue you probably want to describe the process in which the issue is occurring.
Title: Re: Chummer for 5th Edition
Post by: k_night on <10-23-14/1942:43>
you're correct :)
its strange how it works :-\
Title: Re: Chummer for 5th Edition
Post by: 8-bit on <10-24-14/2350:08>
This is not so much a bug, but just a missing feature from Street Grimoire. I currently don't see any way to add Enhancements from Adept Ways to a character. They are little bonuses that can be bought for 2 Karma to enhance a power if the Adept belongs to the correct way. I know Adam has a long list of stuff to do, but this is just a little extra that would be very useful.
Title: Re: Chummer for 5th Edition
Post by: jim1701 on <10-25-14/1148:05>
This is not so much a bug, but just a missing feature from Street Grimoire. I currently don't see any way to add Enhancements from Adept Ways to a character. They are little bonuses that can be bought for 2 Karma to enhance a power if the Adept belongs to the correct way. I know Adam has a long list of stuff to do, but this is just a little extra that would be very useful.

Underneath the focus box on the gear page there is a box to check if the focus gets a discount from a way.  From what I can see, however, that box goes away once you are in career mode so that would need to be fixed.
Title: Re: Chummer for 5th Edition
Post by: Soulbinder on <11-02-14/1344:05>
Hi,

I really like using chummer for my chars! I can see a lot of work has already gone into this project. Unfortunately there seem to be a few issues with the skillgroup management. Because it has been a while since the last update, I decided to download the code and have a look at it. This the gave rise to further questions. Is this project still being supported? Are the developers around?

I want to report the following bugs:

Bug 1: In creation mode raise a skill (eg automatics) with ActiveSkill Points. Save the char. Load the char. The Skills former "base" is now listed as "karma". This results in others error for example wron karma remaining amount. The Bug is caused by the operations in clsCharacter.cs 1603ff.

Bug 2: In creation mode raise a skillgroup (eg athletics) to 1. Break the group. Raise a skill from the group (eg running) to 2 with karma. create the char. the point spent on karma is gone, rating is calculated wrong.

I started to investigate this behaviour and had a look into the code for the skillgroup handling. What is the meaning of the skillobject variables "base, karma, freeLevels, rating". My impression was that the invariant

totalSkillRating = groupRating+base+karma+free

is not implemeted correctly for updates of the rightern side entities (or I missunderstood the meaning alltogether). I really like this program and would like to see this fixed! Also willing to lend a hand if need be.

Cheers
Title: Re: Chummer for 5th Edition
Post by: Ariketh on <11-03-14/1616:15>
Soulbinder: Adam's email to contact him regarding Chummer is in the OP and is still valid the last time I checked. He mentioned a bit ago he was busy with personal stuff, so probably took a break for a bit, as Chummer is mostly functional. Though, there are obviously bugs to work out.

Hit him up. I can't guarantee he'll respond, but that's the best route at the moment. Second best route would be a PM on the forums.

-Ariketh
Title: Re: Chummer for 5th Edition
Post by: Basic on <11-03-14/1855:44>
Has the software been updated ?
Title: Re: Chummer for 5th Edition
Post by: Namikaze on <11-03-14/1921:02>
The software has been updated several times, but since we have no idea which version you're using or when you last updated, we can't answer your question.  The best way to find out though is to start Chummer and tell it to look for updates.
Title: Re: Chummer for 5th Edition
Post by: gazer on <11-04-14/0040:48>
so i have an issue with how chummer is displayed, no matter the size of the program it will not show me the bottom part of the program where current karma and nuyen is. this also means i have use the task manager to get out of chummer if i open the options as the button to get out is hidden. and the box for active skills is too small to use.

i don't think this is a bug on chummer's end just my computer and i was hoping someone else had run into this problem before and fixed it . i have the latest version of chummer
Title: Re: Chummer for 5th Edition
Post by: Ursus Maior on <11-04-14/0749:04>
Quote
so i have an issue with how chummer is displayed, no matter the size of the program it will not show me the bottom part of the program where current karma and nuyen is.

I have that, too, but no solution yet. My window snips off the bottom lines, so I cannot see the last skill in the knowledge skills box etc.
Title: Re: Chummer for 5th Edition
Post by: Beaumis on <11-11-14/1444:19>
Wrong Table Entry: The Colt Inception from GH3 has it's firing modes listed as SA/FA. Should be SA/BF.
Title: Re: Chummer for 5th Edition
Post by: Poindexter on <11-12-14/0158:26>
I don't know if this is a problem with the program or if im not doing something right, but I can't seem to load any ammo into my assault rifle. I have tons of assault rifle ammo. Said rifle IS mounted in a rotodrone. Does that make a difference?

lil help?
Title: Re: Chummer for 5th Edition
Post by: jim1701 on <11-12-14/0208:30>
IIRC for vehicles and drones you have to move ammo to said vehicle or drone then load the weapon.  If you go to the gear tab and click on some ammo you should see a small button with a car icon.  You can use that to transfer ammo to the drone.  You can also buy ammo for the drone directly by right clicking on it and adding gear.  You can also transfer ammo from a vehicle/drone back your main inventory.
Title: Re: Chummer for 5th Edition
Post by: Poindexter on <11-12-14/0305:46>
IIRC for vehicles and drones you have to move ammo to said vehicle or drone then load the weapon.  If you go to the gear tab and click on some ammo you should see a small button with a car icon.  You can use that to transfer ammo to the drone.  You can also buy ammo for the drone directly by right clicking on it and adding gear.  You can also transfer ammo from a vehicle/drone back your main inventory.

Thank you so much.
Title: Re: Chummer for 5th Edition
Post by: adzling on <11-12-14/1938:18>
Anyone talked to Adam?
He's been out of touch since September 22nd the date of his last post.
Would be a pity if Chummer was lost because of this....
Title: Re: Chummer for 5th Edition
Post by: SmilinIrish on <11-13-14/1317:52>
He hasn't logged on here since 9/25.  Said he'd been working 12's.  It's a big project for one guy.  Maybe somebody with programming skills could offer to help...  I'd be happy to contribute to his content purchase, but I don't know anything about programming.
Title: Re: Chummer for 5th Edition
Post by: Namikaze on <11-13-14/1830:15>
I think a new tack might be a good thing for this project - open it up to the community, and have Adam approve all changes before release.  Sort of a gated version of standard open source programming.  I know he has no intention of making money on the project, as he has stated before.  He feels that Chummer originally belongs to Randall, who wrote the version that this is based on (Chummer 4).  Since Randall made the source code freely available, but didn't do an open source project, my suspicion is that Adam has been doing the same.

I really hope that he finds the time to come back to this, or make a shift to allow some of the coders in our community to contribute a little bit.
Title: Re: Chummer for 5th Edition
Post by: adzling on <11-13-14/2213:36>
Yeah that would be a good call Nam, but it would require someone with skills and will to take it on,
Title: Re: Chummer for 5th Edition
Post by: Thefurmonger on <11-16-14/1256:38>
Hey guys im sure im just missing it, but I cant seem to find any thrown weapons in the weapons list.
Title: Re: Chummer for 5th Edition
Post by: 8-bit on <11-16-14/1302:41>
Hey guys im sure im just missing it, but I cant seem to find any thrown weapons in the weapons list.

They are placed under Ammunition, in the Gear list. It's confusing, but just select them there, and they will appear in your Weapons list.
Title: Re: Chummer for 5th Edition
Post by: Artighur on <11-16-14/1752:40>
I can't seem to make the "Fire" thing to work. I always get a out of ammo error message.

I tried adding it as an addon, as gear, used the Buy Ammo for this weapon button but it doesn't seem to be working. Anyone else got the same ?
Title: Re: Chummer for 5th Edition
Post by: Iridios on <11-16-14/2014:41>
If this is for a personal firearm and not a vehicle mounted weapon then you need to purchase ammo under the gear tab, when you purchase ammo it will ask for what type of weapon.  Then, as long as the character is in career mode, you can use the reload button for the selected weapon.  If you have only 1 type of ammo for the selected weapon it will automatically be selected.  If you have multiple types of ammo, then you should get a drop down list to select from.  It will automatically fill to capacity or load the remaining amount if you have less than the capacity of the weapon.
Title: Re: Chummer for 5th Edition
Post by: Thefurmonger on <11-17-14/1140:35>
Hey Guys one more

How do I make it charge me the +50% as I am a troll?
Title: Re: Chummer for 5th Edition
Post by: Sterling on <11-17-14/1146:34>
Hey Guys one more

How do I make it charge me the +50% as I am a troll?

That rule went away with the errata.  You are now charged 100% extra for Lifestyles, but everything else is the standard price.
Title: Re: Chummer for 5th Edition
Post by: Thefurmonger on <11-17-14/1159:57>
Sweet, thank you!
Title: Re: Chummer for 5th Edition
Post by: LurkingToaster on <11-19-14/0153:06>
I have throwing weapons specialty blades, but its not adding it to my dice pool for throwing knives.  Does anyone know how to get that to work?
Title: Re: Chummer for 5th Edition
Post by: Thefurmonger on <11-19-14/1202:58>
I actually was about to ask the same question
Title: Re: Chummer for 5th Edition
Post by: Poindexter on <11-30-14/1812:01>
I just noticed that my Spurs have a recoil comp of 2. I don't imagine this is a super important fix, but I figured you'd wanna know about it, just in case.
Title: Re: Chummer for 5th Edition
Post by: Lucean on <12-01-14/0118:48>
Quote
I have throwing weapons specialty blades, but its not adding it to my dice pool for throwing knives.  Does anyone know how to get that to work?
I have no idea how the distinction between the specializations for throwing weapons is supposed to work.
Does it work for aerodynamic with the knives? If not then the problem probably lies with the program. Just add it manually then.

Quote
I just noticed that my Spurs have a recoil comp of 2. I don't imagine this is a super important fix, but I figured you'd wanna know about it, just in case.
It's probably a generalization across weapon types in the coding. Just ignore it, as it has no impact :)
Title: Re: Chummer for 5th Edition
Post by: Lusis on <12-06-14/1032:04>
I just want to know which one of you 'runners was hired by Lone Wolf to kidnap Adam...
Title: Re: Chummer for 5th Edition
Post by: Fedifensor on <12-07-14/0918:24>
I just want to know which one of you 'runners was hired by Lone Wolf to kidnap Adam...
I just think Adam chose the "Workin' for the Man" option.  Although, it sounds like a very Horizon thing to do...maybe Lone Wolf is a shell company?
Title: Re: Chummer for 5th Edition
Post by: eviltikiman on <12-27-14/0101:42>
Goodness i hope he or someone starts working on this again.
Title: Re: Chummer for 5th Edition
Post by: Thefurmonger on <12-27-14/0910:15>
Yeah I'm with you on that. Chummer is the best tool there is for SR
Title: Re: Chummer for 5th Edition
Post by: Jeeves on <12-27-14/1714:29>
I love Chummer. Bring it back! Moar! I am greedy and unashamed!

Or also that web-based one, Omae. That was cool too.
Title: Re: Chummer for 5th Edition
Post by: GDS on <12-30-14/1403:39>
I have throwing weapons specialty blades, but its not adding it to my dice pool for throwing knives.  Does anyone know how to get that to work?

The info is missing in the data file. You just need to add one line. Ditto for grenades, shuriken, etc.

weapons.xml line 2501
    <weapon>
      <id>f096953c-1418-4dd3-887b-71c6a4436583</id>
      <name>Throwing Knife</name>
      <category>Gear</category>
      <type>Ranged</type>
      <spec>Blades</spec>
...

You also need to delete the weapon from the character and add it again.

Title: Re: Chummer for 5th Edition
Post by: Ursus Maior on <02-12-15/1645:14>
Has anyone worked in Run Faster yet?
Title: Re: Chummer for 5th Edition
Post by: 8-bit on <02-12-15/1652:50>
Has anyone worked in Run Faster yet?

This thread might interest you. (http://forums.shadowruntabletop.com/index.php?topic=19033.0)
Title: Re: Chummer for 5th Edition
Post by: Ursus Maior on <02-13-15/0415:12>
Thanks, didn't find it yesterday...  :-X
Title: Re: Chummer for 5th Edition
Post by: Atlessa on <07-14-15/0930:53>
Does anyone still work on this?

If so, I found a bug.

When equipping and binding a qi-focus that grants extra ratings to a power (in my case: combat sense), chummer will reduce the rating of said power by 1 every time the character is loaded.

When I load, and immediately close the character, chummer even asks if I want to save the changes that have been made, indicating to me that it is 'AWARE' that it CHANGED the value...

To make sure, I went and opened a test character with a text editor, and the value was exactly what I expected. Changed it around a bit, and Chummer will ALWAYS display it as one lower than what it was saved as.

This is consistent in both 'creation' and 'career' mode
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <07-15-15/2109:34>
I took up development a few months ago, which you can find at https://github.com/chummer5a/chummer5a/releases/latest. Qi foci are... not exactly implemented in the best possible way, so providing a bonus to existing powers doesn't really work.
Title: Re: Chummer for 5th Edition
Post by: sn0mm1s on <07-16-15/0014:40>
I took up development a few months ago, which you can find at https://github.com/chummer5a/chummer5a/releases/latest. Qi foci are... not exactly implemented in the best possible way, so providing a bonus to existing powers doesn't really work.

Nice - though I am getting a null reference exception thrown when (it appears) it is trying to load the metatypes.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <07-16-15/0035:59>
Yeah, I broke priorities a little bit when I was fixing metasapients. It will be fixed tonight. Sum to Ten will work properly though.
Title: Re: Chummer for 5th Edition
Post by: sn0mm1s on <07-18-15/0333:04>
Yeah, I broke priorities a little bit when I was fixing metasapients. It will be fixed tonight. Sum to Ten will work properly though.

It seems all levels of priority runners can have a max of 25 pts in negative qualities. I thought that Street can only get 13, Standard 25, and Prime 35.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <07-19-15/0609:51>
Nope, you just get more Karma to spend on skills and contacts and such.
Title: Re: Chummer for 5th Edition
Post by: Sterling on <07-19-15/0750:46>
Sorry, but sn0mm1s is absolutely right:

Page 64 of the SR5 Core:

STREET-LEVEL PLAY
• Modify the resources column on the Priority Table as follows:
• Priority A: 75,000 nuyen
• Priority B: 50,000 nuyen
• Priority C: 25,000 nuyen
• Priority D: 15,000 nuyen
• Priority E: 6,000 nuyen
• Karma: Each player receives 13 Karma to customize characters
(maximum of 26 Karma).

• Gear Restrictions: Device Ratings must be rated at 4 or less.
Maximum Availability is limited to 10 or less.
• Nuyen Restrictions: Characters may only convert up to 5
Karma into nuyen (10,000 nuyen).
• Follow all other rules for Character Creation/Advancement
as laid out in this chapter.

PRIME RUNNER PLAY
• Modify the resources column on the Priority Table as follows:
• Priority A: 500,000 nuyen
• Priority B: 325,000 nuyen
• Priority C: 210,000 nuyen
• Priority D: 150,000 nuyen
• Priority E: 100,000 nuyen
• Karma: Each player receives 35 Karma to customize
characters (maximum of 70 Karma).

• Gear Restrictions: Device Ratings must be rated at 6 or less.
Maximum Availability is 15 or less.
• Nuyen Restrictions: Characters may convert up to 25 Karma
into nuyen (50,000 nuyen).
• Karma Restrictions: Instead of the normal Charisma x 3
Karma for contacts, increase this amount to Charisma x 6
Karma for contacts.
• Follow all other rules for Character Creation/Advancement
as laid out in this chapter.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <07-19-15/0823:46>
Is the CGL staff pay scale based on number of confusing sentences written? God, I am so tired of RAI... Okay, fine. Will be added in 5.172.
Title: Re: Chummer for 5th Edition
Post by: AJCarrington on <07-19-15/0928:41>
Is the CGL staff pay scale based on number of confusing sentences written? God, I am so tired of RAI... Okay, fine. Will be added in 5.172.

Nearly choked on my coffee trying not to laugh out loud at this one. ;D

While that clearly isn't the intention, it does highlight the challenges of trying to codify inherently complex rule systems. Your efforts (and those of your predecessors) are greatly appreciated.
Title: Re: Chummer for 5th Edition
Post by: Atlessa on <07-20-15/1005:21>
I took up development a few months ago, which you can find at https://github.com/chummer5a/chummer5a/releases/latest. Qi foci are... not exactly implemented in the best possible way, so providing a bonus to existing powers doesn't really work.

Suggestion: (this is how I'm effectively doing it right now anyway)

Have Qi-foci add adept powerpoints (0.25 per rating), and ask for a 'value input'.  Don't make chummer link them directly to any adept powers (this has never worked well, far as I can tell...)
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <07-20-15/2004:41>
The major issue there is that you're then back to calculating power point bonuses manually. I can fix it up to work properly, I just need to throw some time at it.
Title: Re: Chummer for 5th Edition
Post by: Atlessa on <07-21-15/1438:40>
The major issue there is that you're then back to calculating power point bonuses manually.

Where is any of this manual? Qi-Foci ALWAYS add 0.25 points per rating.  And since other sources can add power points to the total ('additional powerpoint' metamagic) this should be easy to implement.
Title: Re: Chummer for 5th Edition
Post by: jim1701 on <07-21-15/1448:08>
The major issue there is that you're then back to calculating power point bonuses manually.

Where is any of this manual? Qi-Foci ALWAYS add 0.25 points per rating.  And since other sources can add power points to the total ('additional powerpoint' metamagic) this should be easy to implement.

As a programmer it literally causes me physical pain when I hear someone say this.   ;)
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <07-21-15/1835:09>
The major issue there is that you're then back to calculating power point bonuses manually.

Where is any of this manual? Qi-Foci ALWAYS add 0.25 points per rating.  And since other sources can add power points to the total ('additional powerpoint' metamagic) this should be easy to implement.

The tl;dr explanation is that Chummer's trying to be helpful by making sure you haven't accidentally doubled up on power costs. I assume the previous dev thought that Foci couldn't stack with existing bonuses. Like I said it's not hard to fix, it's just a matter of throwing time at it. While I could do a workaround in which foci add power points, that's impractical as it's not simple to decrease the rating of powers you've taken during career mode. So if you ever lose one of your foci it will break stuff.
Title: Re: Chummer for 5th Edition
Post by: Atlessa on <07-22-15/1852:53>
it's not simple to decrease the rating of powers you've taken during career mode. So if you ever lose one of your foci it will break stuff.


Uhhhh...
https://youtu.be/w5W5m4SRl38


How is that not simple?
(Yeah I know the recording was set to a wrong resolution, but I think it's easy to tell what I did.)
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <07-23-15/0950:45>
Huh, how about that? Guess that's what I get for posting before I've had my e-tank refilled. Anyway, the problem with doing it that way is that it's not how Foci work. While you can just make a Rating 4 Focus that grants 1PP easily enough, there's nothing to then prevent you from spending that 1PP on two different 0.5PP powers, for example. For that matter, the <adeptpowerpoints> improvement currently isn't built to support Rating * X as a value properly, so I'd have to code around that. It kind of works if you make sure the rating is a multiple of four, but aside from that it tends to break messily. If I'm going to the trouble of rewriting a part of the code, I'd rather do it properly than with half measures.
Title: Re: Chummer for 5th Edition
Post by: Atlessa on <07-23-15/1816:55>
But buying 2 rating 2 Foci would cost exactly the same... so no problem, right? (at least numerically)
Title: Re: Chummer for 5th Edition
Post by: sn0mm1s on <07-23-15/1819:29>
Chummer 5 - do you want bugs listed here? Or in the other thread? Or neither?

Prototype Transhuman basically grants a "free" point of essence. When 1 pt of bioware is bought a character's essence still drops along with their Magic rating (if Awakened). This shouldn't be the case. I am not sure how easily the adept way power reduction was coded - but I would guess this could be handled in a similar manner (a check box to indicate that it is "free").
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <07-23-15/1940:14>
Yeah, I need to add a bonus for that quality. Qualities that do interesting stuff tend not to get done for a little while, but strictly speaking it shouldn't be difficult to handle.
Title: Re: Chummer for 5th Edition
Post by: Atlessa on <07-28-15/2109:12>
I have just encountered the weirdest bug, ever.

Karma creation (did not doublecheck other modes)
My character is mystic-adept.  I add a few points in MAG, I add a few powerpoints.
I merrily proceed to add adept powers...

So far, all working as it should.

I then add 'improved skill' and pick 'spellcasting'  (because: why not)  And suddenly, all my adept powers that have a rating (that is in my case only combat sense), drop to rating 0, and can not be raised. 
I removed the improved spellcasting, and that didn't fix it. 
I removed the other powers, re added them, and all worked well again, until I re add improved spellcasting.

Just 'for the lulz' I went to the skill tab to raise my spellcasting skill above 0, then tried again, and lo and behold, all is working as it should.

I assume this would be low priority as... who would use improved skill, without also raising the skill, but still... weeeeeeird.  (and why does it affect other adept powers as well?  I can sorta understand that there's a limit how much I can improve a skill with this, but... combat sense?)


Also just tried and checked, and this happens with ANY other skill (that I've tried, too many to try them ALL), as long as that skill is at rating 0 on the skills tab.


Edit:  Even my 'Astral Perception' power was somehow knocked down to 0 by this bug, and that isn't even meant to have an adjustable rating.
Title: Re: Chummer for 5th Edition
Post by: Kincaid on <07-28-15/2116:06>
Not Chummer specific (perhaps, depending on how Improved Ability is coded), but you can't take that power for Spellcasting.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <07-28-15/2120:34>
That's... interesting. Technically speaking you can't take Improved Ability for a skill that has no ranks anyway, but I'll need to add some validation for that. It'll be because the maximum power point value for Improved Ability is {(Skill)x1.5}, but it shouldn't be breaking the other ratings. How odd.

Not Chummer specific (perhaps, depending on how Improved Ability is coded), but you can't take that power for Spellcasting.
Hrm, there's no current prohibit in there. I'll set it to block out Magical skills in the next patch.
Title: Re: Chummer for 5th Edition
Post by: SpellBinder on <07-28-15/2134:19>
The previous incarnation of Chummer would actually allow you to invest in an Improved Ability power for a skill above and beyond the benefits, but it would only apply the legal level.  You would see this in a mouse-over event to see the skill's dice pool breakdown with something like "+ 1 of 3" for an over-invested Improved Ability.

However, Improved Ability is limited to Physical, Social, Technical, and Vehicle skills only by RAW; Magical skills are not allowed.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <08-03-15/1838:58>
First off, a big thank-you is owed to /u/angelforest and /u/joha4270 for their work on the code and data, along with all the other people who've contributed code, raised issues or otherwise been helpful. I probably would have gotten bored and triggered the killswitch embedded in your crani- I mean, stopped working on Chummer ages ago if it hadn't been for the help and support that you've all given.

Build 172:
Application Change:


Data Change:
String Changes:

Altered:

- Checkbox_Options_ExceedNegativeQualitiesLimit
- Checkbox_Options_ExceedPositiveQualities
- Checkbox_Options_ExceedNegativeQualities
- Message_SpellLimit
 
New:

- MessageBox_NoValidContactFound

The new version should be available via auto-update approximately now.

For those of you using throwback XP machines that can't run .Net 4.5.1, you can download the binary at https://github.com/chummer5a/chummer5a/releases/tag/5.172, which includes a Chummer5.legacy executable file. I have no real interest in supporting XP but we haven't used much .Net 4.5.1 code as yet, so crashes are unlikely for anything except enabling logging.

There's probably something obviously broken that someone's going to find in ten seconds, so there will probably be a hotfix within the next 24 hours. For those of you brave enough to keep trialling my code, we salute you.

Yes, I'm aware that it's prompting people for UAC. I'll look at it sometime between now and when I fix it.

No, I can't tell why kids love the taste of cinnamon toast crunch.
Title: Re: Chummer for 5th Edition
Post by: jim1701 on <08-03-15/1852:11>
The check for update option does not seem to download the gamplayoptions.xml file.
Title: Re: Chummer for 5th Edition
Post by: Atlessa on <08-04-15/1407:36>

  • - Chummer now won't pretend you have 25 BP in SumToTen/Priority build modes

Instead, it now pretends that life modules cost BP.
https://www.dropbox.com/s/u9br78xuprfnxvx/Screenshot%202015-07-30%2013.22.31%20-%20Copy.png?dl=0

:D

Edit:  Also it seems that all the "Magical Education [Archetype]"  modules seem to have no karma cost associated with them.
Edit again: They also don't seem to have their skill group bonuses implemented at all?

Edit the third:  Saving and loading a character in 'life modules' mode re-applies certain modules (noted with arcana and assensing, which SHOULD both be at 2, but were at 4 after the first, then at 6 after the second loading.)

screenshot of the modules I picked: https://www.dropbox.com/s/59iq9mcziklsy95/Screenshot%202015-08-04%2022.14.32.png?dl=0
Title: Re: Chummer for 5th Edition
Post by: Raven2049 on <08-04-15/2114:40>
anyone else having a problem getting the correct Contacts karma to work when using the sum to 10 creation method?

dont remember exactly what it was doing, but when i had a 6 charisma i was only getting 5 contact points in the bottom section (where you actually add the contacts) and it was showing 6 of 6 contacts in the right hand quick sheet column...

only noticed it because after doing 8 "Into the Shadows" character creation workshops at GenCon i am intimately fammiliar with the charisma x 3 rule ;)
Title: Re: Chummer for 5th Edition
Post by: jim1701 on <08-04-15/2139:26>
It's working for me.  Though in past builds if I redid my priority selection Chummer does not seem to recalculate derived values automatically for knowledge skills and contacts.  Usually I have to toggle Charisma, Logic and Intuition by one to make it recalculate.  That seems to be working correctly now too.  Cool. 
Title: Re: Chummer for 5th Edition
Post by: SpellBinder on <08-05-15/0130:21>
Oddly enough I found this when working on a new character using Chummer, and when I tested it on Chummer5 found it still happened.  The character file in both instances has the quality Mentor Spirit (Dragonslayer), and the near crash happens in either Create or Career mode of the file when the option to Re-Apply Improvements is selected.  So far I have isolated this to just Dragonslayer and a custom mentor that also prompts a choice of a Social skill to receive a bonus, while Doom has the same prompt for a Combat skill and does not trigger the same near crash.  Removing the Mentor Spirit quality before the Re-Apply, and replacing it afterwards, prevents this from happening.
Title: Re: Chummer for 5th Edition
Post by: Raven2049 on <08-08-15/0838:34>
Anyone else having problems when they break a skill group with their totals not adding up correctly?

for example:

i have Close combat group at R1
i increase my Blades to R2 (its subtracting the amount for R1)
the rating of blades increases to 1 instead of 2
and when i save and look at the total calculations its not factoring in my skill group... infact when i go to test this and add the skill group, it is not changing the rating of any of the close combat skills at all.

Also, when im taking my R2 Stealth group and breaking it:

R2 Stealth
Increasing Sneaking to R3 (subtracting the correct amount of karma and showing the skill increase)
when i save the chummer file and then close and re-open it, the Sneaking skill is back to R2, and my calculation is off by one. But my karma expendature is still there in the log....

easy work around for both by adding it to the improvements page, but even that in the Stealth group example, is not "adding to the rating" of the Sneaking skill when i check that box, and if i try to improve the skill again its charging me for R3 again.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <08-09-15/1123:01>
The check for update option does not seem to download the gamplayoptions.xml file.
Found and stealth-patched.
The character file in both instances has the quality Mentor Spirit (Dragonslayer), and the near crash happens in either Create or Career mode of the file when the option to Re-Apply Improvements is selected.
I'm not fantastically surprised that Reapply Improvements tend to break, I haven't looked at it once since I started development. I'll take a look, will probably be something stupid.
Anyone else having problems when they break a skill group with their totals not adding up correctly?
Something broke with breaking skill groups in career mode, I'm looking into it now.
Title: Re: Chummer for 5th Edition
Post by: MawileParty on <08-10-15/0015:47>
I checked the last 8 pages and didn't see these issues posted so, I'll post them.

Edit: More Spoilers. For Space Saving
-----
Nationalities

[spoiler]UCAS
Does not give +1 Computer
Secondary Language is blank, not shown as [OtherLangauge]

General UCAS

[spoiler]Does not give +1 Logic
Does not give +1 Etiquette[/spoiler]

Canada
[spoiler]Does not give +1 Body
Does not give +1 Navigation
Does not give +1 Survival
Does not give +1 Etiquette[/spoiler]

Denver (UCAS sector)

[spoiler]Does not give +1 Intuition
Does not give +2 Knowledge:Denver
Does not give +1 Etiquette[/spoiler]

Seattle
[spoiler]Does not give +1 Reaction
Does not give +1 Perception
Does not give +1 Intimidation
Gives +1 instead of +2 to Knowledge: Seattle[/spoiler]

SINless
[spoiler]Does not give +1 Agility[/spoiler]
-----
CAS
Is missing the three regions.
-----
Tir Tairngire
Is missing the two Demographics
-----
NAN
Incorrectly gives +1 to Knowledge: UCAS instead of +1 to Knowledge: NAN

Algonkian-Manitou Council
[spoiler]Does not give +1 to Outdoors Group
Does not give +1 to Blades
Does not give +1 to Unarmed
Language skills gained are shown as blank entries, instead of [Language] and [OtherLanguage][/spoiler]

Athabaskan Council
[spoiler]Does not give +1 to Body
Does not give +1 to Survival
Language skills gained are shown as blank entries, instead of [Language] and [OtherLanguage][/spoiler]

Pueblo Corporate Council
[spoiler]Does not give +1 to Electronics Skill Group
Language skills gained are shown as blank entries, instead of [Language] and [OtherLanguage]
[/spoiler]

Salish-Shidhe Council

[spoiler]Does not give +1 Logic
Does not give +1 Survival
Language skills gained are shown as blank entries, instead of [Language] and [OtherLanguage][/spoiler]

Sioux Nation

[spoiler]Does not give +1 to Outdoors Group
Language skills gained are shown as blank entries, instead of [Language] and [OtherLanguage][/spoiler]

Trans-Polar Aleut Nation

[spoiler]Does not give +2 Exotic Melee Weapon(Harpoon)
Does not give +1 Perception
Does not give +1 Survival[/spoiler]

Tsimshian Nation

[spoiler]Does not give +1 Strength
Does not give +1 Blades
Language skills gained are shown as blank entries, instead of [Language] and [OtherLanguage][/spoiler]

Denver
[spoiler]Does not give Intuition +1
Does not give Computer +1

*Denver doesn't actually have a language associated with it in the book, but I'm guessing that is awaiting errata[/spoiler]

Las Vegas
[spoiler]Does not give +1 Perception
Does not give +1 Etiquette
Does not give a primary Augean
Does not give a +1 to [OtherLanguage]
[/spoiler]

Salt Lake City
[spoiler]Does not give +1 Artisan
Does not give +1 Computer
Does not give +1 Etiquette
Does not give +1 Negotiation
Does not give +1 Perception

*Like Denver, it doesn't have any languages in the book.[/spoiler][/spoiler]
-----

Formative Years

[spoiler]Arcology Living
Does not give +1 Perception

Corp Drone
Does not give +1 Perception

Farm Living
Does not give +1 Industrial Mechanic

Fugitive
[spoiler]Does not give +1 to Reaction
Does not give +1 to Intuition
Does not give +1 to Willpower
Does not give +1 to Perception
Does not give +1 to Sneaking
Does not give +2 to Knowledge:[City][/spoiler]

Isolated Rural Upbringing
[spoiler]Does not give +1 to Body
Does not give +1 to Strength
Does not give +1 to Blades
Does not give +1 to Unarmed Combat
Does not give +1 to Running[/spoiler]

Military Brat
[spoiler]Does not give +1 Reaction
Does not give +1 Strength
Does not give +1 Negotiation
Does not give +1 Perception[/spoiler]

Orphan
[spoiler]Does not give +1 Willpower
Does not give +1 Computer
Does not give +1 Survival[/spoiler]

Rich Kid
[spoiler]Does not give +1 Charisma
Does not give +1 Artisan
Lists [Any] twice instead of Knowledge:[Any] and Language:[Any] [/spoiler]

Street Urchin
This one throws up an unhandled exception
It only gives the paranoia quality.

White Collar
[spoiler]Does not give +1 Logic
Does not give +1 Charisma
Does not give Etiquette (Professional) specialization
Lists [Any] twice instead of Knowledge:[Any] and Language:[Any][/spoiler]

Early Emergence
[spoiler]Does not give +1 Intuition
Does not give +1 Compiling
Does not give +1 Decompiling
Does not give +1 Software
Does not give +1 Knowledge:[Matrix Related][/spoiler]

Part of the Machine
[spoiler]Does not give +1 Logic
Does not give +1 Computer
Does not give +1 Software[/spoiler]

Slave
[spoiler]Does not give +1 Agility
Does not give +1 Intuition
Does not give +1 Con (Fast Talking Specialization)
Does not give +1 Etiquette
Does not give +1 Perception
Does not give +1 Running
Does not give +1 Sneaking
Does not give +1 Unarmed[/spoiler]

Bag of Organs
[spoiler]Does not give Flashbacks quality
Does not give Uneducated quality
Does not give 32k worth of Bioware[/spoiler]

Child of the Shadows
[spoiler]Does not give +1 Intuition
Does not give +1 Computer
Does not give +1 Con
Does not give +1 First Aid
Does not give +1 Perception[/spoiler][/spoiler]

Teen Years

[spoiler]Corporate Education
Does not give attribute or active skill increases

Farm Living
[spoiler]Does not give +1 Body
Does not give +1 Intuition
Does not give +1 Longarms
Does not give +1 Pistols[/spoiler]

Gang Warfare
Only gives +2 Blades and +2 Knowledge:[City]

High School
[spoiler]Does not give +1 Athletics Skill Group
Incorrectly gives +2 instead of +1 Chemistry
Does not give +2 Software
Does not give any of the knowledge skills[/spoiler]

Home Tutored
[spoiler]Does not give +1 Chemistry
Incorrectly gives +2 instead of +3 to any two Knowledge:[Any][/spoiler]

Isolated Rural Upbringing
[spoiler]Offers a choice for Incompetent: Electronics
Does not give +1 Blades
Does not give +1 First Aid
Does not give +1 Gymnastics
Does not give +1 Longarms
Does not give +1 Outdoors skill group
Does not give +1 Sneaking[/spoiler]

Magical Education
*Doesn't yet have the functionality for the different kinds of awakened, assuming this is not a bug, but simply not put in yet.
Doesn't differentiate the Knowledge [Any] from Language [Any]

Military School
Gives an unhandled Exception
Does not give anything

Preparatory School
[spoiler]Does not give +1 Chemistry
Does not give +1 Etiquette
Doesn't differentiate Knowledge[Any] from Language[any][/spoiler]

Street Kid
*The book lists the Quality 'Enemy' despite that not being a quality.
[spoiler]Does not give +1 Body
Does not give +1 Willpower
Does not give +1 Clubs
Does not give +1 Etiquette
Does not give +1 Gymnastics
Does not give +1 Intimidation
Does not give +1 First Aid
Does not give +1 Negotiation
Does not give +1 Perception
Does not give +1 Running[/spoiler]

Hacker Club
[spoiler]Does not give +1 Hacking
Does not give +1 Hardware
Does not give +1 Electronic Warfare
Does not give +1 Knowledge [Matrix-Related][/spoiler]

Technomancer Boarding School
Only gives +1 Knowledge[Technical]

Test Subject
[spoiler]Does not give +1 Body
Does not give +1 Logic
Does not give +1 Biotechnology
Does not give +1 Cybertechnology
Does not give +16k in augments[/spoiler]

Factory Child Worker
[spoiler]Does not give +1 Agility
Does not give +1 Body
Does not give +1 Reaction
Does not give +1 Perception
Does not give +1 Armorer
Does not give 15k in Cyberlimbs.[/spoiler][/spoiler]
Title: Re: Chummer for 5th Edition
Post by: IntrepidVector on <08-10-15/0244:45>
Started hacking in rules for AI characters via custom_metatypes and custom_qualities. Does anyone know how I'd go about adding the Depth attribute to Chummer?
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <08-11-15/0329:44>
It's... not a quick implementation. Unlike skills, Chummer wasn't written to easily expand the Attributes. It's all locked in as part of the form. I guess you could emulate it by making Depth qualities that require their previous levels? It's not a super fantastic approach, but I'm kind of shelving the shifters and AI until I have a large chunk of free time to spend on redoing the Attribute UI.
Title: Re: Chummer for 5th Edition
Post by: SpellBinder on <08-11-15/1125:39>
Shifters especially I can see since they all have two Attribute lines after character creation (Want to improve your Logic?  Sure, but you're paying double karma so you don't get dumber in your other form.)  But for me there's no rush to implement them as the changes from SR4 to SR5 make them quite undesirable to me.

Added:  Started messing around with Chummer5, and thanks for the implant discount, but there's a small hitch.  Nebular never did get to fixing the location of where the discount option shows up in the Select window, and it shows up over the list of cyber/bio implants.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <08-11-15/1810:57>
Ha! Yeah, I saw that. It's fixed in the next version. Should be released sometime Fridayish, we want to get all the PACKs into the next build.
Title: Re: Chummer for 5th Edition
Post by: Atlessa on <08-13-15/1032:08>
Something is not right here...
https://www.dropbox.com/s/1e0eewmaqvhzufl/Screenshot%202015-08-09%2016.54.32.png?dl=0


Also: Chummer doesn't allow me to create a character with -35 Karma in NQs, despite those boxes being checked. 
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <08-13-15/2133:25>
Yeah, mixup with the strings at some point. Will be fixed in the next version.
Title: Re: Chummer for 5th Edition
Post by: SmilinIrish on <08-13-15/2343:49>

 Mawile, Perhaps next time you could put that majority of a post like that in a spoiler.
Title: Re: Chummer for 5th Edition
Post by: SmilinIrish on <08-13-15/2344:30>
Great job with Chummer 5 by the way, thanks for all the hard work.
Title: Re: Chummer for 5th Edition
Post by: Quickstop on <08-16-15/0548:06>
Anyone know how to get the quality Transhuman Prototype to work in Chummer? I take it but the bioware I select afterwards still reduces essence.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <08-16-15/0834:41>
I swear, if I had five dollars for every time someone asked about that quality I could actually make a living working on Chummer.

  • - Essence Discount house rule enabled. Can be used to emulate the Prototype Transhuman quality for you munchkin mages that need your pain editors and whatnot until I get around to implementing it properly.

It'll get fixed eventually, my free time is a little short lately.
Title: Re: Chummer for 5th Edition
Post by: Triskavanski on <08-16-15/0900:20>
How do you get the armor stacks to go in chummer 5? I could have sworn you could add gear like armor before.
Title: Re: Chummer for 5th Edition
Post by: BetaCAV on <08-16-15/1504:30>
Availability on Platelet Factory is 8 in C5, 12 in SR5. :(
Title: Re: Chummer for 5th Edition
Post by: Raven2049 on <08-17-15/2052:14>
This isnt a bug per-se, but the bonus to Recoil Comp that Gas Vent systems provide is not being shown in the calculations when you hover over the RC under gun stats. it IS however being calculated in the number shown.

and just because i dont think ive said it yet, but thanks for maintaining this program. i love it and its easier to keep track of things using it than with paper and pencil!
Title: Re: Chummer for 5th Edition
Post by: Jack_Spade on <08-18-15/0819:18>
A request:
Can someone with more knowledge of XML integrate the Claw bioweapons from CF? I tried to make a custom file but failed miserably  :-[
Title: Re: Chummer for 5th Edition
Post by: SpellBinder on <08-18-15/1049:49>
A request:
Can someone with more knowledge of XML integrate the Claw bioweapons from CF? I tried to make a custom file but failed miserably  :-[
Put this into your custom Bioware.xml file:

      <bioware>
         <id></id>
         <name>Claws (Bio-weapon)</name>
         <category>Bio-Weapons</category>
         <ess>0.1</ess>
         <rating>0</rating>
         <capacity>0</capacity>
         <avail>4R</avail>
         <cost>500</cost>
         <addweapon>Claws (Bio-weapon)</addweapon>
         <source>CF</source>
         <page>120</page>
      </bioware>
      <bioware>
         <id></id>
         <name>Retractable Claws (Bio-weapon)</name>
         <category>Bio-Weapons</category>
         <ess>0.15</ess>
         <rating>0</rating>
         <capacity>0</capacity>
         <avail>6R</avail>
         <cost>1000</cost>
         <addweapon>Retractable Claws (Bio-weapon)</addweapon>
         <source>CF</source>
         <page>120</page>
      </bioware>

The weapons already exist in the Weapons.xml file, and just need the bioware implants to call it.
Title: Re: Chummer for 5th Edition
Post by: Jack_Spade on <08-18-15/1640:23>
Thanks SpellBinder, much appreciated. :)
Title: Re: Chummer for 5th Edition
Post by: jim1701 on <08-18-15/1717:40>
A request:
Can someone with more knowledge of XML integrate the Claw bioweapons from CF? I tried to make a custom file but failed miserably  :-[
Put this into your custom Bioware.xml file:

      <bioware>
         <id></id>
         <name>Claws (Bio-weapon)</name>
         <category>Bio-Weapons</category>
         <ess>0.1</ess>
         <rating>0</rating>
         <capacity>0</capacity>
         <avail>4R</avail>
         <cost>500</cost>
         <addweapon>Claws (Bio-weapon)</addweapon>
         <source>CF</source>
         <page>120</page>
      </bioware>
      <bioware>
         <id></id>
         <name>Retractable Claws (Bio-weapon)</name>
         <category>Bio-Weapons</category>
         <ess>0.15</ess>
         <rating>0</rating>
         <capacity>0</capacity>
         <avail>6R</avail>
         <cost>1000</cost>
         <addweapon>Retractable Claws (Bio-weapon)</addweapon>
         <source>CF</source>
         <page>120</page>
      </bioware>

The weapons already exist in the Weapons.xml file, and just need the bioware implants to call it.

The entry in the Weapons.xml file IIRC is the version for metagenic claws which are slightly different than Bio-weapon claws.  What I had to do was add another entry in my custom weapon file  and call it claws II or something.  Bio-weapon claws are a little better than the metagenic version. 
Title: Re: Chummer for 5th Edition
Post by: Jack_Spade on <08-18-15/1720:48>
That would explain why I'm receiving an error when I try to implant them :-\
Title: Re: Chummer for 5th Edition
Post by: jim1701 on <08-18-15/1743:22>
Quote
<addweapon>Retractable Claws (Bio-weapon)</addweapon>

This entry tells Chummer what weapon to add from the weapons file.  So if you don't have a weapon of this name in the file then it won't add and you take an error. 

Quote
      <weapon>
         <name>Retractable Claws II</name>
         <category>Bio Weaponry</category>
         <type>Melee</type>
         <conceal>0</conceal>
         <accuracy>Physical</accuracy>
         <reach>1</reach>
         <damage>(STR+1)P</damage>
         <ap>-3</ap>
         <mode>0</mode>
         <rc>0</rc>
         <ammo>0</ammo>
         <avail>6R</avail>
         <cost>2000</cost>
         <allowaccessory>false</allowaccessory>
         <useskill>Unarmed Combat</useskill>
         <source>CF</source>
         <page>120</page>
      </weapon>

Here is my entry in my Custom_Weapons.xml file.  You just need to make sure the name matches what is in the addweapon tag in the bio weapon entry.
Title: Re: Chummer for 5th Edition
Post by: firebug on <08-18-15/1812:38>
Is everyone else having issues with the Restricted Gear quality?  It doesn't seem to actually work.  I made a character with it and I still get told I have one item (I have an Alphaware Move-By-Wire System, Rating 2) that is too high availability.  If I could manually adjust the general availability limit after I began making a character, that'd be fine, but I can't.  I don't really wanna have to just remake the character after doing that if I don't have to.
Title: Re: Chummer for 5th Edition
Post by: SpellBinder on <08-18-15/2130:14>
A request:
Can someone with more knowledge of XML integrate the Claw bioweapons from CF? I tried to make a custom file but failed miserably  :-[
Put this into your custom Bioware.xml file:

      <bioware>
         <id></id>
         <name>Claws (Bio-weapon)</name>
         <category>Bio-Weapons</category>
         <ess>0.1</ess>
         <rating>0</rating>
         <capacity>0</capacity>
         <avail>4R</avail>
         <cost>500</cost>
         <addweapon>Claws (Bio-weapon)</addweapon>
         <source>CF</source>
         <page>120</page>
      </bioware>
      <bioware>
         <id></id>
         <name>Retractable Claws (Bio-weapon)</name>
         <category>Bio-Weapons</category>
         <ess>0.15</ess>
         <rating>0</rating>
         <capacity>0</capacity>
         <avail>6R</avail>
         <cost>1000</cost>
         <addweapon>Retractable Claws (Bio-weapon)</addweapon>
         <source>CF</source>
         <page>120</page>
      </bioware>

The weapons already exist in the Weapons.xml file, and just need the bioware implants to call it.

The entry in the Weapons.xml file IIRC is the version for metagenic claws which are slightly different than Bio-weapon claws.  What I had to do was add another entry in my custom weapon file  and call it claws II or something.  Bio-weapon claws are a little better than the metagenic version.
Interesting, as when I looked at the stats for the bioware claws in the XML they were identical to the combat stats outlined in CF.  I will admit that I just wrote the code and never implemented or tested it myself.
Title: Re: Chummer for 5th Edition
Post by: jim1701 on <08-18-15/2221:48>
You are correct.  I didn't see the new entries in the update.  However, you made a mistake in your custom entry.  By default .Net is case sensitive when doing comparisons and your entry is Retractable Claws (Bio-weapon) while the entry in the Weapons.xml is Retractable Claws (Bio-Weapon).  These entries are not equivalent so no match. 
Title: Re: Chummer for 5th Edition
Post by: SpellBinder on <08-18-15/2320:15>
Funny, and I caught that bit with the Cyber Hold-Out issue a few pages back.  Guess I should've done a C&P of the names instead of typing as it looked like a lower case 'W' when I was looking at the XML code.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <08-25-15/1017:58>
https://github.com/chummer5a/chummer5a/releases/tag/5.173
There's something janky going on with auto-update on my machine, so it might not be working properly for you guys either. If it fails, just download the binary and overwrite your folder contents, I guess?

Build 173:
Application Change:

UAC prompt removed.
Dumpshock link changed to issue tracker.
A First-pass effort at adding a filter for Missions-restricted items has been added to the Options menu. Will be getting a later review to enable better filtering of the qualities, but for now it's just a global option.
Fixed a bug with life modules where Tír Tairngire wouldn't show demographics.
Chummer now handles essence holes automatically. Old items may need to be re-added.
College Education/School of Hard Knocks/Linguist and Jack of All Trades work properly for knowledge skills during character creation. Again.
Most of the functionality for Infected has been implemented. Todo: Fix up the free attribute gain to not use qualities because it's ugly, and put in the data files content.
N of M contact points in priority build works again.
Fixed an issue where chummer failed to open when clicking on a .chum5 file.
Implemented functionality for the quality "Friends in High Places".
Save/Load methods for Advanced Lifestyles should actually work properly now, but it's still a bit fragile. Bugs are to be expected, particularly if you change your mind a lot.
Most issues with adepts getting levels of powers from multiple sources should be resolved. (Mentor Spirits, Foci, etc.)
Rounding issue for Recoil Compensation from Strength resolved.
Variable costs for Qualities enabled to support the Rank quality. May eventually lead into redoing the way Qualities with multiple ratings work, because High Pain Tolerance (Rating 6) offends me every time I scroll past it.
Data Change:

Organising data file contents into regions to keep things easy to work with.
Rank Quality added.
The Debug Lifestyle has been hidden.
Lifemodules no longer contains a "Magical Education (Archetype)".
Tír is now spelled correctly a few more places.
Equipment, Weapon and Ammo PACKs from run faster added. There are a couple of important caveats with this: First, we generally haven't bothered to input PACKs that are a single item. If someone would like to write them up then that's fine, but there's only so many hours of data entry one can do. Second, items that don't currently exist haven't been added in, like backpacks. Again, mostly a tedium thing but the PACKs code doesn't play nice with Custom Item and I don't like littering up the data files with fluff items. Items not added include:
Backpack.
Sound-link on the earbuds.
Disposable inhaler from Cheap Soldier Pack.
Orange vest from Sportsman Pack.
Reusable Syringe from Tranq Darter Pack and Tranq Pistol Darter Pack.
Bug-out bag's dufflebag.
Mechanic Shop's duct-tape.
Surveillance pack's Periscope.
Infiltration Kit contains a Micro-Transceiver on the assumption that that's the correct item.
Medium Machine gunner pack doesn't contain ammo belts, but does come with the ammo.
Ammo packs not added as stacks split among multiple types of weapons is not possible in Chummer5a.
Rigger Pack gets Reaction Enhancers instead of the mythical reflex enhancers. Come on guys, it's a list of items. Seriously, if you need an editor I'm sure there's tons of people who'd be happy to sign an NDA.
Big Boom Pistoleer pack has 190 rounds of heavy regular amunition, because Chummer doesn't care about your brass.
Most lifestyles ignored, per the 'we can't be bothered adding single items' policy mentioned above.
Gunbunny pack not added as it contains unattached accessories, which Chummer doesn't currently like handling. To be added in a future patch.
Some custom packs added from reddit's shadowrun comunitieswith permission from /u/NotB0b and ShadowNET SysOp.
Fixed an issue with the Extreme Cyberimplant and Junkyard Jaw from Chrome Flesh.
Pulse Weave costs Rating * 3000.
New strings:

Message_HighContact
Checkbox_Options_Missions
Title: Re: Chummer for 5th Edition
Post by: firebug on <08-25-15/1240:50>
An error I noticed:

When you make a character with an implanted Cyberdeck, it adds a new locations to your Gear section.  However, when you go into Created, that Location disappears and what's in it is inaccessible as far as I could find.  My decker's cyberdeck was nowhere to be found.

A small functionality flaw that exists but would be (perhaps, I don't know) a pain to deal with is buying cyberware that isn't installed.  This comes up because of the ability for limbs to be modular, but no way (currently) for a player to use chummer to purchase a limb they can swap with it without the program thinking you just bought/installed another limb normally.  I suppose this was thought of as soon as the modular upgrade was added to chummer, though...
Title: Re: Chummer for 5th Edition
Post by: SpellBinder on <08-25-15/1909:13>
Had the implanted commlink gear location issue you mentioned happen to me once.  IIRC I either removed and re-applied the cyberware implant or went through the "Re-Apply Improvements" menu option and it appeared again with the detailed commlink again.  Yes, this was with Chummer and not Chummer5, but I expect it should work the same way anyway.
Title: Re: Chummer for 5th Edition
Post by: Triskavanski on <08-25-15/1937:24>
You rock Chummer 5 is Alive
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <08-25-15/2154:11>
I suppose this was thought of as soon as the modular upgrade was added to chummer, though...
Hahahahaha. You'd be surprised how much that isn't true. I generally just import the data as a first-pass lookover, then pay attention to what's actually broken as people mention it. Modular Cyberlimbs don't actually seem to have been built properly, they don't have the Subsystem key necessary for the modular shenanigans. I'll take a look at it tonight.
Title: Re: Chummer for 5th Edition
Post by: Raven2049 on <08-26-15/0728:37>
Quote
College Education/School of Hard Knocks/Linguist and Jack of All Trades work properly for knowledge skills during character creation. Again.

just pointing this out, but JoaT does not do anything during character creation. also it does nothing for knowledge skills.
Title: Re: Chummer for 5th Edition
Post by: SmilinIrish on <08-26-15/0846:34>
Bug notice (I guess).  I just updated Adobe reader to Adobe Acrobat Reader DC v.2015.008.20082.  After I did that, clicking the links in Chummer for page numbers causes an unhandled exception.
Title: Re: Chummer for 5th Edition
Post by: SpellBinder on <08-26-15/2113:02>
Something I came across while messing around with an adept concept, Keratin Control and Living Focus are listed twice in the *.XML file and the first entries are also referencing the wrong book and page number.  Also, the Enthralling Performance power states that it is used in conjunction to an artistic skill and ought to be expanded to either allow a skill to be selected or pre-assigned when the power is chosen.

Also, skills are still capped at 6 when creating a character while "Ignore Character Creation Rules" is chosen (at least in the karma build method).  Otherwise you have my continued thanks for your countless hours put into keeping this program alive.

Added:  Also noticed that some adept powers don't have a listed discount for a way even though they are eligible for a discount (like Power Swimming); The Magician's Way allows all powers, except for Improved Reflexes, to receive the allowed discount.

Added:  Found an error in choosing the Norse tradition for a spellcaster.  Tracked this to the "Spirit of Guardian" that is causing this; changing it to the otherwise used "Guardian Spirit" fixes this.
Title: Re: Chummer for 5th Edition
Post by: antaskidayo on <08-26-15/2220:36>
anybody knows how to troubleshoot this error?

(http://i260.photobucket.com/albums/ii13/antaskidayo/err_zps8atxcpoc.jpg) (http://s260.photobucket.com/user/antaskidayo/media/err_zps8atxcpoc.jpg.html)
Title: Re: Chummer for 5th Edition
Post by: SpellBinder on <08-26-15/2245:41>
Depends, what was the last thing you did right before the message appeared?
Title: Re: Chummer for 5th Edition
Post by: antaskidayo on <08-26-15/2309:11>
clicked next after setting things on the Priority window
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <08-26-15/2317:35>
That's... new. I've never seen that one before. Um. Can you try and reproduce it, then take a screenshot of what your priority window looks like before it crashes?
Title: Re: Chummer for 5th Edition
Post by: antaskidayo on <08-27-15/0007:51>
(http://i260.photobucket.com/albums/ii13/antaskidayo/chum1_zpsaafbu267.jpg) (http://s260.photobucket.com/user/antaskidayo/media/chum1_zpsaafbu267.jpg.html)

(http://i260.photobucket.com/albums/ii13/antaskidayo/chum2_zpsgha1ucsn.jpg) (http://s260.photobucket.com/user/antaskidayo/media/chum2_zpsgha1ucsn.jpg.html)
Title: Re: Chummer for 5th Edition
Post by: SpellBinder on <08-27-15/0041:07>
I wonder if it's something to do with the Qualities.  I duplicated your steps but got no error, but noticed I have "Magician" listed under Positive Qualities and your last screenshot with the error doesn't.  There might also be a clue in the "Details" dropdown in your error.
Title: Re: Chummer for 5th Edition
Post by: antaskidayo on <08-27-15/0108:05>
i got win7 x64-bit, and .Net framework 4.5. Do those thins have any bearings?
Title: Re: Chummer for 5th Edition
Post by: jim1701 on <08-27-15/0126:35>
anybody knows how to troubleshoot this error?

(http://i260.photobucket.com/albums/ii13/antaskidayo/err_zps8atxcpoc.jpg) (http://s260.photobucket.com/user/antaskidayo/media/err_zps8atxcpoc.jpg.html)

I've seen this.  When you redo priorities and your character has a magic attribute somehow it gets bumped to 11 which is outside the allowed value.  I've also had it happened when saving a character.  On reopening the file I got the same error.  In the former case I had to start over since I didn't have a saved copy but in the latter case I was able to manuallly edit the chum5 file and fix the attribute value which let me open the file normally.

I suspect the case is that in some circumstances where the value for the magic attribute should be replaced it is getting appended instead.  Or something along those lines anyway.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <08-27-15/0144:56>
Nah, that's a different error. Startindex is referring to a string value. I'm going to guess it's something to do with the magic priority.
Title: Re: Chummer for 5th Edition
Post by: antaskidayo on <08-28-15/1438:47>
hmm cyberlimb attributes do not add up to dice pools?
Title: Re: Chummer for 5th Edition
Post by: hjsong99 on <08-28-15/1541:37>
Hello! Great work on Chummer 5! It's been invaluable to my group's sessions!

I had a question/request: is there any way to make notes available for Complex Forms in the same way you can make notes with Spells?


Thanks so much again for continuing to work on this awesome resource!
Title: Re: Chummer for 5th Edition
Post by: SpellBinder on <08-31-15/2015:19>
Noticed a calculation error that I can't recall if it has been brought up or not.  Chummer5 is still following the old rules regarding the improvement rating when it comes to the Improved Ability power, rounding down instead of rounding up when it calculates the limit.  Improved Ability is also letting you choose skills that are not permitted by the power or just impossible for an Adept to have (Magical & Resonance).
Title: Re: Chummer for 5th Edition
Post by: Atlessa on <09-01-15/0943:53>
[...]Improved Ability is also letting you choose skills that are [...] impossible for an Adept to have (Magical[...]).

Two words:  Mystic Adept.
Title: Re: Chummer for 5th Edition
Post by: firebug on <09-01-15/0948:38>
[...]Improved Ability is also letting you choose skills that are [...] impossible for an Adept to have (Magical[...]).

Two words:  Mystic Adept.

Mystic Adept doesn't matter, Improved Ability doesn't work on magical skills.

Quote
This power increases the Rating of a specific Combat, Physical, Social, Technical, or Vehicle skill per level of the power. You need to know the skill in order to buy this power for it, and you can’t buy it for skill groups. The maximum improvement possible is your current skill level x 1.5 (rounded up).

So Magical and Resonance skills cannot be bought with it, period.
Title: Re: Chummer for 5th Edition
Post by: SmilinIrish on <09-01-15/1006:54>
Build 171.  Prototype Transhuman PQ not working.  When I take the quality, and add bioware, I lose essence, and a point of magic.  The PQ comes with a NQ.  there are options.  Not sure if it is possible to add that (just like mentor spirits prompt a free adept power).
Title: Re: Chummer for 5th Edition
Post by: firebug on <09-01-15/1011:24>
Build 171.  Prototype Transhuman PQ not working.  When I take the quality, and add bioware, I lose essence, and a point of magic.  The PQ comes with a NQ.  there are options.  Not sure if it is possible to add that (just like mentor spirits prompt a free adept power).

Currently, to make it playable, you should go to Cyberware then Bodyware and add an "Essence Antihole" of an appropriate amount equal to whatever you would have lost from the Prototype Transhuman-granted 'ware.  You can't just add 1 Essence worth though, because that will result in you having more than 6 left over if you don't spend exactly 1 Essence of Bioware.  Likely why it'd be difficult to do automatically...

Maybe if there was just an option on Bioware to tick off "Prototype Transhuman" and make it essence free, but require you having the quality first.  I dunno, I'm not a programmer.
Title: Re: Chummer for 5th Edition
Post by: Wannabekurt on <09-02-15/0442:03>
Okay...I feel really dumb, but I can't get Chummer to let me use anything thats not in the core book.

I got the most recent one, according to this thread, and I checked for updates.

Now what?
Title: Re: Chummer for 5th Edition
Post by: Jack_Spade on <09-02-15/0455:56>
Go to options and set marks on all other sources.
Title: Re: Chummer for 5th Edition
Post by: Wannabekurt on <09-02-15/0503:11>
Go to options and set marks on all other sources.

Oh geez. Thank you.
Title: Re: Chummer for 5th Edition
Post by: Jack_Spade on <09-02-15/0507:11>
No problem   :)
Title: Re: Chummer for 5th Edition
Post by: SmilinIrish on <09-02-15/0828:19>
Thanks Firebug. That's a great workaround.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <09-02-15/0901:23>
Maybe if there was just an option on Bioware to tick off "Prototype Transhuman" and make it essence free, but require you having the quality first.  I dunno, I'm not a programmer.
That is more or less the way I intend to do it, yeah. Then throw in some calculations at the character vlidation step to check whether you've got more than 1 Essence worth of gooey bits tagged as belonging to it, then throw an error if so. A day will come when essence antiholes aren't needed!
Title: Re: Chummer for 5th Edition
Post by: Wannabekurt on <09-02-15/1702:20>
This may have been addressed, but Restricted Gear does not currently allow items over 12, and I don't know if there's a way to make Chummer recognize the item.
 
Title: Re: Chummer for 5th Edition
Post by: Atlessa on <09-02-15/1913:14>
This may have been addressed, but Restricted Gear does not currently allow items over 12, and I don't know if there's a way to make Chummer recognize the item.

Any time I have that problem, I manually edit the 'ignore creation rules' tag into the save file, but that is a crude workaround.
Title: Re: Chummer for 5th Edition
Post by: celondon on <09-03-15/1624:13>
Found a bug in Move-By-Wire Rank 3 -- it only adds 1d6 to initiative instead of 2d6 like it is supposed to.
Title: Re: Chummer for 5th Edition
Post by: firebug on <09-04-15/0913:39>
Found a bug in Move-By-Wire Rank 3 -- it only adds 1d6 to initiative instead of 2d6 like it is supposed to.

That's not a given.  It requires errata, but for the time being, it contains a very clearly written line that says "and Rating 3 offers +3 Reaction, +9 Initiative, and +1D6 Initiative Dice."  The Reaction and Initiative bonuses are clearly totals, so one can assume the initiative dice is too.

However, here isn't the place for discussion/debate, I just wanted to illustrate that it's unclear and give the other side of the argument.  Make a thread or look for old ones if you want to say more.
Title: Re: Chummer for 5th Edition
Post by: celondon on <09-04-15/1022:16>
Found a bug in Move-By-Wire Rank 3 -- it only adds 1d6 to initiative instead of 2d6 like it is supposed to.

That's not a given.  It requires errata, but for the time being, it contains a very clearly written line that says "and Rating 3 offers +3 Reaction, +9 Initiative, and +1D6 Initiative Dice."  The Reaction and Initiative bonuses are clearly totals, so one can assume the initiative dice is too.

However, here isn't the place for discussion/debate, I just wanted to illustrate that it's unclear and give the other side of the argument.  Make a thread or look for old ones if you want to say more.

Huh. Joy. More Editorial Goodness. /facepalm

Thanks for letting me know.

EDIT: Re-reading it now, I think it was just a reading fail on my end and not an error in the book at all. So...mea culpa. Nothing to see here! Move along, citizen.
Title: Re: Chummer for 5th Edition
Post by: Whiskeyjack on <09-04-15/1047:07>
Yeah Rating 3 MBW averages out to the equivalent of having rating 3 WR. WR just has greater risk and potentially greater reward.
Title: Re: Chummer for 5th Edition
Post by: Japan001 on <09-06-15/0838:27>
When are the new metatypes like dryad and the other things in? The book is out some time ago and I can not find it in chummer.
Title: Re: Chummer for 5th Edition
Post by: Triskavanski on <09-06-15/1138:44>
Its in there, you've just got to select it if you've got the new version.
Title: Re: Chummer for 5th Edition
Post by: SpellBinder on <09-06-15/1142:14>
Its in there, you've just got to select it if you've got the new version.
And make sure that the "Run Faster" book is enabled in the Options.
Title: Re: Chummer for 5th Edition
Post by: halflingmage on <09-06-15/1150:48>
Its in there, you've just got to select it if you've got the new version.

Speaking of new version, could anyone link to where to get the most recent?  My copy of Chummer 5 doesn't have anything past Run and Gun and the magic book in terms of additional material.  I would love to have one that included Run Faster. 
Title: Re: Chummer for 5th Edition
Post by: SpellBinder on <09-06-15/1216:16>
Links are in Chummer 5 Is Alive's signature; you can generally look back a page or two and you'll find a post of his in this thread.

https://github.com/chummer5a/chummer5a/releases/latest
https://github.com/chummer5a/chummer5a/issues
Title: Re: Chummer for 5th Edition
Post by: halflingmage on <09-06-15/1226:39>
Links are in Chummer 5 Is Alive's signature; you can generally look back a page or two and you'll find a post of his in this thread.

https://github.com/chummer5a/chummer5a/releases/latest
https://github.com/chummer5a/chummer5a/issues

Thanks!
Title: Re: Chummer for 5th Edition
Post by: badneighbor on <09-08-15/1051:04>
Hey, I apologize if this has already been addressed but I updated to the newest version and my old character sheets won't open now. They're crashing the program.

Has this happened to anyone else?
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <09-08-15/1135:00>
Probably lifestyles, I didn't put much effort into backwards compatibility when I implemented the advanced lifestyles.
Title: Re: Chummer for 5th Edition
Post by: ikarinokami on <09-21-15/0057:51>
Probably lifestyles, I didn't put much effort into backwards compatibility when I implemented the advanced lifestyles.

advanced lifestyles definitely crash the program. basic ones seems to work best.
Title: Re: Chummer for 5th Edition
Post by: Dinendae on <09-27-15/0746:00>
Just a head's up in case you haven't had a chance to look at it yet, but the new PDF (Shadows in Focus: City by Shadow Butte) updates the NAN Sioux life module, and has some additional life modules and lifestyle options.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <09-27-15/0749:08>
Generally speaking if a book doesn't personally interest me, I'll wait for someone else to compile the data and import it from there. Winners Don't Use Torrents, according to GOD.
Title: Re: Chummer for 5th Edition
Post by: Atlessa on <09-27-15/1837:06>
Winners Don't Use Torrents

But I ALWAYS use torrents to download games that interest me, if the option is presented.  Like anything by Wargaming.net (World of Tanks, Warplanes, Warships) for example.  Torrents are just that much easier than having a single server to download a 14GB game from, which will then randomly disconnect somewhere around the 80% mark and force you to start over five times...  (I'm looking at YOU Mechwarrior Online! <.<)
Title: Re: Chummer for 5th Edition
Post by: Dinendae on <09-27-15/2326:38>
Winners Don't Use Torrents

I bought it off of drivethrurpg.com. As for compiling the data, I would but I have no clue how to do so.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <09-28-15/0230:25>
*shrug* Depends on what's in there. You should be able to open up lifemodules.xml and lifestyles.xml in the data folder to copy their structure.
Title: Re: Chummer for 5th Edition
Post by: SpellBinder on <09-28-15/0238:28>
*shrug* Depends on what's in there. You should be able to open up lifemodules.xml and lifestyles.xml in the data folder to copy their structure.
I know people are gonna roll eyes when I post this, but *.XML files are nothing but *.TXT files with a different extension, and even basic Notepad.EXE (which I use) can open and modify *.XML files.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <09-29-15/1116:42>
Righto, new version should be available from the usual locations now. Nothing majorly interesting to report, this is mostly a bugfix release. As ever, if you find an issue, please post it up on the issue tracker (https://github.com/chummer5a/chummer5a/issues). There's some behind-the-scenes stuff going on with process optimisation and benchmarking.

As far as book content goes, we're more or less up to date, with exception of AI, shifters (Seriously, WHY do you have to buy up their stats separately?) and things like dongles.

Custom drugs are around 30% complete; there's another fork of Chummer (https://github.com/angelforest/chummer5a/tree/feature-custom-drugs) that's got the bones of a custom drug builder in it that I'll be looking to integrate in the near future. I'm told there's a new Shadows in Who-Cares-About-The-NAN that includes new life modules and lifestyles; the content doesn't personally interest me, so adding the data for that will be on the backburner until a third party does the import. If you've got the book, some basic XML skills and would like to help, drop me a line.

Download sources:

autoupdate for versions above 5.165 via Tools > Check for Updates
Dropbox (https://www.dropbox.com/sh/p5yimzsgljq3nnn/AAAa2q6l970NAkUUtZ4CvOgpa?dl=0)
GitHub (https://github.com/chummer5a/chummer5a/releases/latest)

Build 175:

Application Change:

- Removed extraneous code for the Infirm quality.
- Minor quality of life update; if you have no Settings file present when creating a new character, Chummer will prompt you to launch the Options menu.
- You can now press Ctrl-W to close a character file.
- Fixed an issue with purchasing additional months of a lifestyle in career mode.
- Fixed an issue with lifestyle qualities that had the selecttext bonus.
- The Quality selector will show negative metagenetic qualities by default, but hide positive ones unless you're a Changeling.
- Support for the Trust Fund quality added.
- The Technomancer registered sprite limit is now based on LOG instead of CHA.
- Fixed an issue with the cyberware selection screen not showing Essence costs.
- Complex Forms show their translated name properly.
- Redid how basic lifestyles work. Should make them behave better, should prevent crashes for older characters.
- Fixed an issue that caused initiation schooling to show as a nuyen gain in the karma/nuyen log.
- Fixed a crash caused by lifestyles with qualities.

Data Change:

- Nanohive crash issue fixed.
- Ratings for the Expanded Volume and Amplified Immune System bioware fixed to 4.
- Fixed incorrect category for certain rituals.
- Missing drugs from Chrome Flesh added. Custom drugs aren't implemented yet. As an interim, you can use Custom Item to emulate the drugs.
- Fixed incorrect data for the Nitama Sporter.

String Changes:

- Message_CharacterOptions_OpenOptions
- MessageTitle_CharacterOptions_OpenOptions
Title: Re: Chummer for 5th Edition
Post by: Magusinvictus on <09-30-15/1722:20>
Hi there,

First of all, apologies, I've not read the 53 prior pages of this thread. Chummer 5 is a great piece of software, but I wonder if anyone can help or advise? When making an adept, I'm finding that when selecting adept powers, for those powers with multiple levels, the level selector is greyed out, and I cannot take more than 1 level of that power.

I assume I must be doing something wrong?

Thanks very much in advance...
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <09-30-15/1820:11>
Adept powers are next on the list of things I need to look at again, there's some odd behaviour at present. That's a new one though; could you upload your character file somewhere for me?
Title: Re: Chummer for 5th Edition
Post by: Lucean on <10-01-15/0519:14>
The only easy solution would be that your MAG score is at 1, so you naturally can't have a higher level in adept powers. Levels are either capped by the power in question or your MAG attribute, whichever is lower.
Title: Re: Chummer for 5th Edition
Post by: Magusinvictus on <10-01-15/0609:00>
Hi again, and thanks for your reply.

I've done some more playing with the system, and found that it seems to only affect the adept power "Enhanced Accuracy", which I apply to the blades skill. Other adept powers with levels I've tried work fine.

I'm assuming I'm doing something wrong; after selecting the power (with the specific skill), the level selector is greyed out. Do you have to assign it to a given purchased weapon or something to make it work?

I'll export the XML file for you if I'm not doing anything wrong, and something is, as they say, up!

Thanks!
Title: Re: Chummer for 5th Edition
Post by: Kincaid on <10-01-15/0656:14>
Enhanced Accuracy doesn't have levels, per se.  It can be purchased multiple times (for different skills each time) at a single level.  I'm away from my PC right now--can you buy it separately for each skill you want to apply it to?
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <10-01-15/0934:34>
Yup, that's working as intended. I guess I could set it so that the level selector is hidden if the power doesn't come with levels?
Title: Re: Chummer for 5th Edition
Post by: Magusinvictus on <10-01-15/0947:31>
(Refers back to SR5 core)

Oops, sorry for being such a numpty, that's learned me proper... I'll investigate more fully and think before posting in future!

Thanks!!!
Title: Re: Chummer for 5th Edition
Post by: Lucean on <10-02-15/0247:56>
Chummer5isAlive, I don't think that's necessary.
One power you should maybe look into is Improved Potential (the limit increasing one). It has levels, but can't be used on the same limit more than once. So maybe you should implement it as separate powers without levels, one for each limit.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <10-02-15/0549:57>
Cheers for the Lucean, I've added that for the next build.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <10-08-15/2103:04>
Just to head off some queries, I'm currently elbows-deep in a small rewrite of how ammunition is handled, so the next release won't be for a while (Next Friday, most likely). Hard Targets content will be the next priority addition after I'm done with this lot; as ever, if someone has the time and inclination to do the heavy lifting of formatting it up I'd appreciate it.
Title: Re: Chummer for 5th Edition
Post by: reyjinn on <10-10-15/2038:21>
Hi there,

First of all, apologies, I've not read the 53 prior pages of this thread. Chummer 5 is a great piece of software, but I wonder if anyone can help or advise? When making an adept, I'm finding that when selecting adept powers, for those powers with multiple levels, the level selector is greyed out, and I cannot take more than 1 level of that power.

I assume I must be doing something wrong?

Thanks very much in advance...

You might have already gotten a response but I was having the same issue. What was borked for me was that the mentor spirit power came in at 0 ranks, when I raised that I could add in other powers as normal.
Title: Re: Chummer for 5th Edition
Post by: Atlessa on <10-24-15/2121:50>
Making a new character with hard targets in place.  Wanted to give her 'Adept Spell' and discount it (because way of the magician allows ALL adept powers (that are not increased reflexes) to be discounted, right?)

Chummer checks the checkbox, but doesn't modify 'Adept Spell's point cost. 

Is this a bug, or is there a line I missed that said 'Adept Spell' can not be discounted?
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <10-24-15/2226:46>
I don't really see how a mystic adept taking the adept spell power would work fluffwise, but as far as Chummer code goes it's technically a bug as there's no adeptway discount key applied. Looks like there's a bunch of powers that are missing the values as well, so I'll have to sort that out.
Title: Re: Chummer for 5th Edition
Post by: Turkish on <10-24-15/2233:43>
I just updated Chummer5 via the automagic that happened when I opened it today, sadly all the machine pistols are now all listed by the name of "Chummer.ListItem" and clicking one of them causes it to generate an error.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <10-24-15/2313:53>
Try updating again, it should be sorted now. Slightly munged weapons.xml file.
Title: Re: Chummer for 5th Edition
Post by: Turkish on <10-24-15/2337:35>
Try updating again, it should be sorted now. Slightly munged weapons.xml file.

Works great after the quick update, thanks!
Title: Re: Chummer for 5th Edition
Post by: SpellBinder on <10-25-15/0034:19>
I don't really see how a mystic adept taking the adept spell power would work fluffwise, but as far as Chummer code goes it's technically a bug as there's no adeptway discount key applied. Looks like there's a bunch of powers that are missing the values as well, so I'll have to sort that out.
It's in the XML for the powers, not the Chummer code.  The <adeptway> anchor in the power is what Chummer looks to when you discount a power for an adept way.  Aside from the Improved Reflexes powers and those that cost a mere 0.25 power points, every power should have a value other than zero that is half of one level worth of the power due to the Magician's Way.
Title: Re: Chummer for 5th Edition
Post by: ikarinokami on <10-25-15/0041:38>
I don't the think the bonuses from some the Gene mods are being calculated, ie - NEO EPO + 1 physical limit and +1 dice modifier to athletic skills, or Synch + 1 to perception
Title: Re: Chummer for 5th Edition
Post by: Atlessa on <10-25-15/1030:49>
I don't really see how a mystic adept taking the adept spell power would work fluffwise,

In case you're actually interested, here's what me and my GM have agreed on:

Firstly, there's nothing in the rules saying that adepts (non-mystic) can NOT follow the magician's way
Secondly, the way the mystic adept rules currently work is that they're ALWAYS "magicians" first and adepts second (while in SR4 the player could chose where to lay the priority by splitting their magic), therefore it's currently NOT possible to make a mystic-Adept that is an Adept first, but also dabbles in spellcasting. You HAVE to get as much Magic as you want powerpoints, and THEN spend karma on the PPs...

In our headfluff, 'Adept spell' circumvents that, albeit at a high cost...  and discounting it via the magician's way makes sense in that regard.  It should also be noted that my GM allowed me to take it multiple times (once per spell), although only the first instance may be discounted.
Which, in the long run, means that this character can now chose between a powerpoint, a spell, or a metamagic any time she gains an initiate grade... Quite pricey, those spells, no?
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <10-25-15/1855:26>
*Shrug* No skin off my back; you'd get some odd looks if you asked for it in my games, but that's neither here nor there. All eligible powers will be able to receive the discount in the next build.

Genemods don't seem to have been set up to do anything as yet. I'll get to them in the next build as well.

Also, useful PSA for those of you who print your character sheets to PDF:
To preserve the background colour formatting and such from the sheets, follow these steps.
Important PSA for people wanting to print to pDF directly from Chummer:

Open up Internet Explorer, click the Gear icon, and hover over Print.
Select Page Setup.
In the Page Setup dialog box, place a check in the Print background colors and images check box, and then tap or click OK.

I'm going to build in some code to automatically apply that setting when you print from Chummer later, but that won't be for a little while.
Title: Re: Chummer for 5th Edition
Post by: Moonshine Fox on <10-26-15/1757:24>
Quick question. Is there an option in Chummer5 to not have the cost of raising stuff with karma multiplied during character creation, just staying at base karma cost?
Title: Re: Chummer for 5th Edition
Post by: Atlessa on <10-26-15/1803:54>
Quick question. Is there an option in Chummer5 to not have the cost of raising stuff with karma multiplied during character creation, just staying at base karma cost?


The only costs that change between creation and career is the cost of Qualities, and those are more expensive in career.
Not sure what exactly your question was?
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <10-26-15/1805:36>
So instead of the karma cost for a new attribute being 5 x new rating, it'd just be 5? No, there's no support for that.  Kind of an odd rule, really. Like a less restricted version of Sum to Ten or Priority.
Title: Re: Chummer for 5th Edition
Post by: Moonshine Fox on <10-26-15/1850:53>
Yeah, my group uses the starting karma as character build points. Feels like it lessens trying to min/max priority points to eek as much out of the karma as possible. It's no biggy, just figured I'd ask!
Title: Re: Chummer for 5th Edition
Post by: odd on <10-28-15/0907:01>
hmm cyberlimb attributes do not add up to dice pools?

I've noticed this too.  I think I remember the 4th edition having custom rules for how limbs are handled, but don't see in 5.

It also seems that customizations don't add to the availability?

I think this would fall under their issue #382, so I think they know about it.
Title: Re: Chummer for 5th Edition
Post by: Atlessa on <10-28-15/1618:54>
I spotted a discrepancy between the way Drain is calculated by Chummer (per rating, when hovering over the 'DV' on the spell Tab), and how it's stated in the book:

https://www.dropbox.com/s/tydhvmusvjynp6j/Screenshot%202015-10-28%2021.12.48.png (https://www.dropbox.com/s/tydhvmusvjynp6j/Screenshot%202015-10-28%2021.12.48.png)
https://www.dropbox.com/s/p98fya0u2wmg4k2/Screenshot%202015-10-28%2021.13.52.png (https://www.dropbox.com/s/p98fya0u2wmg4k2/Screenshot%202015-10-28%2021.13.52.png)
Title: Re: Chummer for 5th Edition
Post by: Dinendae on <10-28-15/2112:11>
When posting a picture hosted on an image hosting website, you need to copy and use the direct link.
Title: Re: Chummer for 5th Edition
Post by: Atlessa on <10-28-15/2329:23>
I right click the file in my dropbox, click 'copy dropbox link' and then paste.  I'm not aware of any other way to obtain said link.
Title: Re: Chummer for 5th Edition
Post by: Dinendae on <10-29-15/0125:02>
I right click the file in my dropbox, click 'copy dropbox link' and then paste.  I'm not aware of any other way to obtain said link.

You can use one of the free image hoting websites, like Photbucket. Make a free account, upload it there, then use their direct link code in this forum's insert image option.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <10-29-15/0808:44>
All good, I can see the picture fine. DV calculation will be fixed in the next version.
Title: Re: Chummer for 5th Edition
Post by: Dinendae on <10-29-15/1036:02>
Huh, weird. Earlier those links weren't showing.  ???
Title: Re: Chummer for 5th Edition
Post by: celondon on <10-29-15/1314:36>
BUG:
Life Modules
Create a Dwarf
Take a combination of modules to get Willpower 7 (max for Dwarves)

You will get an error saying the attribute must be between Minimum and Maximum with maximum being 6 instead of 7 (which is the Dwarf Max for Willpower.)

This would probably happen with Trolls or Orks with Strength/Body as well, but I haven't tested it.
Title: Re: Chummer for 5th Edition
Post by: Beta on <10-29-15/1323:16>
I know that life modules are a work in progress, but I'll mention this in case it isn't already on the list of annoying things to look at already.

The Drifter option in the 'real life' tier allows for two attribute increases of the player's choice (two different attributes).  Nothing popped up asking about which attributes to increase, I don't think anything got increased, and I didn't notice anywhere to put information in on this?
Title: Re: Chummer for 5th Edition
Post by: Dinendae on <10-29-15/2321:38>
I know that life modules are a work in progress, but I'll mention this in case it isn't already on the list of annoying things to look at already.

The Drifter option in the 'real life' tier allows for two attribute increases of the player's choice (two different attributes).  Nothing popped up asking about which attributes to increase, I don't think anything got increased, and I didn't notice anywhere to put information in on this?

All the life modules that operate similarly to that don't allow you to place the points; the one I tried was Celebrity, and it was the same. He's aware of the issue, but it never hurts to point out the actual bugged modules.
Title: Re: Chummer for 5th Edition
Post by: Duellist_D on <11-01-15/0325:54>
Great work on Chummer5!

I encountered a few small problems:

1. Weapons don't seem to factor in Skilljacked-Skills on the printout.
I'm in char-gen and slotted a rating 6 MonoWhip Chip, yet the pool is shown as 0 on the printout.

2. Superhuman Psychosis doesn't add points to meleeskills anymore in Chummer, neither to normal, nor to slotted ones.
It actually does, but only if you have at least one point in it.
It doesn't add to Exotic and Slotted Exotic Melee, which it imho should.


3. Cost for Move-by-Wire are wrong.
In Chummer, the levels costs 43000/97000/208000, while in the book its 40000/125000/205000

4. German Skilljack has variable Essence Costs for higher levels in Chummer, these should be fixed to 0,1 Essence total, regardless of level.

5. Can't mount a GasVent on the Ares SIGMA 3. This MIGHT be due to the integrated Foregrip, which is still shown as "barrel" while it has been errated to "barrel or underbarrel". I'm also not sure whether factory-issued weapon mods should block you from adding additional stuff, seeing as those seem to explicitely able to circumvent normal modding rules (ie GasVent + Silencer on the Smartgun X)
Title: Re: Chummer for 5th Edition
Post by: Atlessa on <11-01-15/1041:31>
2. Superhuman Psychosis doesn't add points to meleeskills anymore in Chummer, neither to normal, nor to slotted ones.
It actually does, but only if you have at least one point in it.
It doesn't add to Exotic and Slotted Exotic Melee, which it imho should.

This is actually working as intended.  There's a rule (don't ask me where...) that says you can't augment skills higher than 1.5 times their 'natural' rating. And if the rating is 0, then no augmentations are applied.
Title: Re: Chummer for 5th Edition
Post by: Duellist_D on <11-01-15/1125:28>
The only instance of a rule like this i know of is the Adept ability that boosts certain skill levels, but thats a limit specifically inherent to this Power, not a general rule.
Title: Re: Chummer for 5th Edition
Post by: Turkish on <11-01-15/1919:33>
So, I figured I would ask here instead of making a whole new thread.  How do I add Nano systems to my character in Chummer? I am attempting to add a Control Rig Booster hard nano system, but I can't seem to find them..  I found the hard nanohive... but not the systems that the hives would support.  I kinda feel like if it was a snake, it probably would have bitten the crap out of me already...
Title: Re: Chummer for 5th Edition
Post by: ZeldaBravo on <11-01-15/2239:33>
Life Modules
Wait, how do you do that? I only have karma, priority, and sum to 10 options.
Title: Re: Chummer for 5th Edition
Post by: Dinendae on <11-01-15/2243:19>
Life Modules
Wait, how do you do that? I only have karma, priority, and sum to 10 options.

When you start a new character, and click on the little drop-down menu to select the generation type, Life Modules should be the very first choice. Do you have a newer build of Chummer?
Title: Re: Chummer for 5th Edition
Post by: ZeldaBravo on <11-01-15/2250:38>
I have a 0.5.176 build but there's no Life Modules in it. Guess I need to re-download the program.
Edit: found the cause of my problem! Got to check the "life modules available' box in Options.
Title: Re: Chummer for 5th Edition
Post by: SpellBinder on <11-02-15/0236:12>
So, I figured I would ask here instead of making a whole new thread.  How do I add Nano systems to my character in Chummer? I am attempting to add a Control Rig Booster hard nano system, but I can't seem to find them..  I found the hard nanohive... but not the systems that the hives would support.  I kinda feel like if it was a snake, it probably would have bitten the crap out of me already...
Nanotech systems have not yet been fully added to the XML files, so there's nothing to actually select.  For reference, in the previous Chummer for SR4a all of the nanite systems were actually found in the Gear section, not Cyberware/Bioware.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <11-02-15/0653:08>
Nanotech will be in 5.177; there's some finickiness I need to sort out with the implant medic that I'm not particularly pleased with.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <11-02-15/1701:26>
*Shrug* No skin off my back; you'd get some odd looks if you asked for it in my games, but that's neither here nor there. All eligible powers will be able to receive the discount in the next build.

Genemods don't seem to have been set up to do anything as yet. I'll get to them in the next build as well.

Also, useful PSA for those of you who print your character sheets to PDF:
To preserve the background colour formatting and such from the sheets, follow these steps.
Important PSA for people wanting to print to pDF directly from Chummer:

Open up Internet Explorer, click the Gear icon, and hover over Print.
Select Page Setup.
In the Page Setup dialog box, place a check in the Print background colors and images check box, and then tap or click OK.

I'm going to build in some code to automatically apply that setting when you print from Chummer later, but that won't be for a little while.
...will this also work with FF as well or just IE?
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <11-02-15/1832:48>
Chummer picks up the printer setting from the registry; enabling it in IE is just the easiest way of configuring the setting. I don't think Firefox alters the default setting.
Title: Re: Chummer for 5th Edition
Post by: Turkish on <11-02-15/2218:13>
Nanotech will be in 5.177; there's some finickiness I need to sort out with the implant medic that I'm not particularly pleased with.

Ah gotcha, I used the custom gear option to at least account for the nuyen cost for the time being.  I will just wait patiently until y'all get it all worked out. :)
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <11-11-15/0825:12>
So due to the way we're doing releases at the moment, I've started doing nightly builds. This basically means that those of you who don't have access to a compiler can run the developement versions of the code. You can get to them via https://github.com/chummer5a/chummer5a/releases, where they'll be highlighted as Pre-Release. You can always access the most recent Live build by going to https://github.com/chummer5a/chummer5a/releases/latest if you don't want to deal with how buggy the pre-releases can be.

Anyway, I need you guys to test something for me; the current dev build has enabled switching around your ASDF attributes for commlinks and cyberdecks (I know Commlinks can't do it, but that's just how the code works for now) but I'm not sure if there's any easy ways to break it. If you get a chance, could you grab the current nightly build and give it a crack? It's only enabled in Create mode for the moment.

https://github.com/chummer5a/chummer5a/releases/download/Nightly-v1.0.539/Chummer.Nightly.zip
Title: Re: Chummer for 5th Edition
Post by: Kincaid on <11-11-15/0906:58>
Has Custom Protection (for example, from the Big Game Hunter armor in Run & Gun) been implemented?  Aside from modding the armor after-the-fact (which eats Capacity), I can't seem to find it.
Title: Re: Chummer for 5th Edition
Post by: Jack_Spade on <11-11-15/0914:35>
There is a mod option called Liner or something which doesn't cost capacity.
Title: Re: Chummer for 5th Edition
Post by: Kincaid on <11-11-15/0916:40>
There is a mod option called Liner or something which doesn't cost capacity.

Perfect, thanks!
Title: Re: Chummer for 5th Edition
Post by: Raven2049 on <11-11-15/1526:56>
So due to the way we're doing releases at the moment, I've started doing nightly builds. This basically means that those of you who don't have access to a compiler can run the developement versions of the code. You can get to them via https://github.com/chummer5a/chummer5a/releases, where they'll be highlighted as Pre-Release. You can always access the most recent Live build by going to https://github.com/chummer5a/chummer5a/releases/latest if you don't want to deal with how buggy the pre-releases can be.

Anyway, I need you guys to test something for me; the current dev build has enabled switching around your ASDF attributes for commlinks and cyberdecks (I know Commlinks can't do it, but that's just how the code works for now) but I'm not sure if there's any easy ways to break it. If you get a chance, could you grab the current nightly build and give it a crack? It's only enabled in Create mode for the moment.

https://github.com/chummer5a/chummer5a/releases/download/Nightly-v1.0.539/Chummer.Nightly.zip

any plans on implementing something like this for Riggers to set their Sharing and Noise cancellation settings?
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <11-11-15/1611:13>
I was initially planning to handle all that as part of the eventual cyberdeck/RCC rewrite, but it'll be a relatively easy amount of work. It'll be in the next build.

As for Custom Protection, the Globetrotter Jacket Liners mod category is the intended workaround. Comes from before I started work on Chummer, so I'll probably convert it to use standard code at some point.
Title: Re: Chummer for 5th Edition
Post by: Malevolence on <11-12-15/0229:46>
I noticed tonight that attempting to add the Infected: Vampire (Human) quality causes a soft error and does not apply. The description is "Object reference not set to an instance of an object".


I am using standard Priority with all books enabled. I have selected all of my attributes (spend all of both Primary and Special Attribute points). I have also tried it with a fresh character. Nosferatu also seems to fail in the same way.


Is there a step I'm missing, or is this a bug? I haven't seen it reported here or on Github.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <11-12-15/0724:21>
Short version of the story is I did something stupid with infected weapons and didn't fix it properly. Will be in the next build.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <11-12-15/1907:01>
...ran into an interesting issue.

Building an adept with some ware and lower beginning Magic Attribute..

First used the Point system (800 Karma) Purchased MA up to 4 (50 Karma).  Added the ware (mostly Bio, 1.65 essence worth) and everything worked fine. If i attempted to go below 4 essence, it would not let me purchase the ware unless I went back and reduced the character's magic by 1 to 3. OK a nice little safeguard I thought..

Next I built the same test character using the standard Priority System with Magic at Priority D (2 MA) and Metatype at E (Human +1 Special Attribute Point) so I could get Resources at C (140,000). I applied the one Special Attribute point from Priority E to raise MA to 3 then spent 20 Karma to increase it to 4. After that I purchased the ware.  However when I went back to the Common Tab to verify the augmented attributes, I noticed under the Build Summary the Special Attribute Points were listed as "-2 of 1", At first I thought "how can be" as I was supposed to have 2 MA from Priority D. Then it occurred to me the only other possibility could be that the programme  was deducting the essence for the bioware from the characters MA rating of 4 which did not occur in the first test.  Sure enough, when I removed one of the pieces of ware (Orthoskin 3) which  moved the character above 5 essence, the Special Attribute point deficit was only -1 instead of -2.  Doing so with the Point Build test character gave me no Karma back.

It doesn't make sense that this dynamic would be different between the two charagen systems.

-----

Update, the consensus I have come to after discussing the matter with others is that the Karma 800 option is handling the situation incorrectly. The augmentations I chose should have reduced the MA from 4 to 2. (which could be bought back up to 4 by juggling some Karma around)
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <11-13-15/0602:37>
Try and increase the value of your MAG by clicking the arrow button. You'll probably find that the current value is reduced to your new maximum. I'll take a look at getting the updowns to refresh when your maximum goes below the current value.
Title: Re: Chummer for 5th Edition
Post by: Atlessa on <11-13-15/1107:47>


First used the Point system (800 Karma) Purchased MA up to 4 (50 Karma).  Added the ware (mostly Bio, 1.65 essence worth) and everything worked fine. If i attempted to go below 4 essence, it would not let me purchase the ware unless I went back and reduced the character's magic by 1 to 3. OK a nice little safeguard I thought..

[...]

Not sure if this helps, but here's a little tidbit of information that might help you solve this conundrum:
Chummer assume that the NUMBER you set for you MAG attribute is the final value you want.  If your essence gets reduced, Chummer tries to pay for the difference with Special Attribute points or Karma as applicable. 
Not sure if this helps...
Title: Re: Chummer for 5th Edition
Post by: silveroak on <11-13-15/1444:36>
using Chummer 5.176 I re-made a character which crashed in previous versions using the life modules- and it still will not allow me to save as completed because it claims I am over limits on skill groups, active skills, and knowledge skills. Simply taking the life slots puts the character over these limits, which I was under the impression were suspended if you used life modules. How do I get the character which we have been using for multiple games to actually save so I can document what we have been doing with it in the software? There really should be an "I don't care, save it as completed anyways" button for cases like this...
... in point of fact it seems to treat any skills gained from life modules as being over the limit, from the first skill point gained from a life module.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <11-13-15/1511:56>


First used the Point system (800 Karma) Purchased MA up to 4 (50 Karma).  Added the ware (mostly Bio, 1.65 essence worth) and everything worked fine. If i attempted to go below 4 essence, it would not let me purchase the ware unless I went back and reduced the character's magic by 1 to 3. OK a nice little safeguard I thought..

[...]

Not sure if this helps, but here's a little tidbit of information that might help you solve this conundrum:
Chummer assume that the NUMBER you set for you MAG attribute is the final value you want.  If your essence gets reduced, Chummer tries to pay for the difference with Special Attribute points or Karma as applicable. 
Not sure if this helps...
...OK opened the character and am looking at the totals. I see 60 Karma for special attributes.  That would be 45 for Magic (4) and another 15 for raising Edge to 3 (human).  Buying the Adapt Quality (20) gives me 1 Magic to start with. adding 45 takes it to 4.    After purchasing the augmentations (1.65 Essence worth) Magic remained at 4 but no additional Karma was added to the Special Attributes column. (it should have added another 35 for a total of 95).  So technically the Karma build skirts the rules somewhat in that you effectively have more to spend on Special attributes.  However in using Priority System, supposedly this cannot be done after "Step 5 - Purchasing Augmentations" (though I have not found anything in the text that requires one to follow the steps in sequence as listed in the "Building a Shadowrunner Section" as this being an "absolute" rule, I requested more clarification and a page citing on that).

Now according to the rules about Magic loss, this is still being handled wrong as to increase magic after implants, one would need to initiate which is not permitted during chargen.  Therefore I would have then needed to first buy  the attribute at 6 (total 100 Karma) as being able to buy it up afterwards breaks the rules.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <11-15-15/0740:32>
Whoops. Yeah, I found the problem. Will be fixed shortly.
Title: Re: Chummer for 5th Edition
Post by: HiddenBoss on <11-15-15/1850:08>
I not sure or not if your missing the 500Y Vehicle modification Manual operation on page 461.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <11-16-15/0307:17>
Right, karma calculation for special and primary attributes should be working properly again in the dev build. Sorry about that.
Title: Re: Chummer for 5th Edition
Post by: celondon on <12-21-15/2010:49>
If I use a Sum-to-Ten and then use the "Change Priority Selection", Chummer crashes with the following error:

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

************** Exception Text **************
System.ArgumentOutOfRangeException: InvalidArgument=Value of '0' is not valid for 'SelectedIndex'.
Parameter name: SelectedIndex
   at System.Windows.Forms.ComboBox.set_SelectedIndex(Int32 value)
   at Chummer.frmSumtoTenMetatype.LoadMetatypes() in C:\projects\chummer5a\Chummer\Character Creation\frmSumtoTenMetatype.cs:line 1959
   at Chummer.frmSumtoTenMetatype.frmSumtoTenMetatype_Load(Object sender, EventArgs e) in C:\projects\chummer5a\Chummer\Character Creation\frmSumtoTenMetatype.cs:line 245
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.6.1063.1 built by: NETFXREL3STAGE
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Chummer5
    Assembly Version: 0.5.178.0
    Win32 Version: 0.5.178.0
    CodeBase: file:///E:/PNP%20Games/Chummer/Chummer5/Chummer5.exe
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.6.1038.0 built by: NETFXREL2
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.6.1038.0 built by: NETFXREL2
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.6.1038.0 built by: NETFXREL2
    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: 4.6.1038.0 built by: NETFXREL2
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.6.1038.0 built by: NETFXREL2
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.6.1038.0 built by: NETFXREL2
    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.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <12-21-15/2205:51>
Known issue, fixed in 5.179.
Title: Re: Chummer for 5th Edition
Post by: Malevolence on <12-22-15/0059:58>
Just to get ahead of this, when you are ready to tackle the vehicle mod stuff from Rigger 5.0, the drone mod section is optional, so if you could provide a settings option to choose whether to use the drone rules or the generic vehicle rules for drones that would be great. I expect that implementing any part of it will require a ton of work, so I certainly don't expect it any time soon, I just wanted to get this out there so that it can be considered as you plan for those changes.


And thanks for all your hard work on Chimmer 5 - it's a Herculean task, and I truly appreciate your efforts.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <12-25-15/0501:36>
...the Chummer 5a Latest Version link still pulls up ver. 5.178.  How do I get the download for ver 5.179?

5.178 still pops up the "Not a valid character" message when trying to save character "as finished" after using Karma to increase Edge during the chargen phase.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <12-25-15/0527:17>
5.179's technically still a beta, as I'm not done with implementing AI in it yet. If you're game to try the nightly builds, just download the top entry at https://github.com/chummer5a/chummer5a/releases. Can you send me your chum5 file? The special attributes error tends to be indicative of something else, there's something finicky with the validation.

5.179 should be some time before the new year.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <12-25-15/0534:23>
...the character file?
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <12-25-15/0535:26>
Yup.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <12-25-15/0539:53>
...how do I attach a file?

Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <12-25-15/1628:25>
...update.

Found a small oddity.   In looking at the character in Common Tab, I notice there is a value of "1" under Base Attribute score for Resonance yet the character is mundane and the fields for both Magic and Resonance are all greyed out.  Magic shows a "0" value so shouldn't Resonance be "0" as well?  Not sure if this is part of the issue.
Title: Re: Chummer for 5th Edition
Post by: firebug on <12-25-15/2102:18>
...update.

Found a small oddity.   In looking at the character in Common Tab, I notice there is a value of "1" under Base Attribute score for Resonance yet the character is mundane and the fields for both Magic and Resonance are all greyed out.  Magic shows a "0" value so shouldn't Resonance be "0" as well?  Not sure if this is part of the issue.

I have also noticed this whenever I make a character.  I always pick Sum to 10, so I'm unaware if this happens with other creation methods.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <12-26-15/0124:19>
...it also occurs when using the standard priority system as well.
Title: Re: Chummer for 5th Edition
Post by: Stoneglobe on <12-28-15/1634:00>
Am running into an issue in both priority and sum to 10 builds when I try to increase Edge using karma. Raising a human from 2 to 3 edge takes 105 karma off my total. This only happens once I've spent my special attribute points.

I'm using the latest 5.178 release and re-downloaded and installed it today.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <12-30-15/1633:52>
...found a temporary workaround for now.  I build the new character in ver 178, then save just the build version, close .178, open the character up in ver .176 and then save her to Career Mode.  That sidesteps the Karma - Special Attribute glitch.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <01-01-16/1806:34>
..still having issues breaking skill groups after entering Career Mode. 

For example, when I increase a single skill (2 > 3), it deducts the karma properly and raises the skill's base rating.  However after I save and close the character, then open  it up later, I find the base skill is reset back to the original skill group rating level (2) while the Karma spent still shows as being applied to the skill increase in he Karma/Nuyen tab.

I tired setting both rules options to allow for breaking skill groups with Skill Points, but that doesn't help either.  Sort of frustrating as I only recently discovered I've been playing the character with lower skill ratings than she actually has.
Title: Re: Chummer for 5th Edition
Post by: The Wyrm Ouroboros on <01-27-16/1558:03>
Okay, so I can't even start the thing up.

I've downloaded and set up the latest .NET framework, and I downloaded and set up Mono, and have even used the Mono control panel to start up Chummer5 - you know, 'mono Folder\Chummer5.exe'.  And I even placed the Chummer 5.178 folder INSIDE the Mono folder.  But it goes straight to 'Chummer has stopped working.'  This says to me that somehow I have something in the background - .NET or Mono, I guess - that just ain't set up right.  What am I doing wrong, here?
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <01-27-16/1725:40>
From memory Chummer doesn't play nice with Mono, due to the limited support for Toolstrips? There were a couple of tickets for it a few months back, I think. Never really went anywhere.
Title: Re: Chummer for 5th Edition
Post by: OrionRex on <03-03-16/1755:28>
I also cannot launch Chummer5, i just get a Unhandled Exception error under Wine with .NET 4.0 or a Missing Method and Unhandled Exception error under Mono. Can post Wine error output upon request.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <03-03-16/1821:17>
Versions after 5.178 need .Net 4.5.1, because I reaaaaaally can't be bothered trying to implement an update mechanism that doesn't depend on features from 4.5.1. Technically I guess you could fork it, comment out the 4.5.1-dependent updater code and change the build requirement to 4?
Title: Re: Chummer for 5th Edition
Post by: OrionRex on <03-03-16/2028:09>
Thank you, swithced to .NET 4.5 and Chummer launches cleanly now.

For reference to anyone with Wine on Ubuntu should follow this guide for installing dotnet45: https://appdb.winehq.org/objectManager.php?sClass=version&iId=31023
Title: Re: Chummer for 5th Edition
Post by: jim1701 on <03-04-16/1113:55>
I noticed in the current release build that the lifestyle modifier for dwarves and trolls don't apply properly on the lifestyle tab.  It is correct in the edit window but when you return to the tab it is only the base amount which throws your total karma off.  I was able to edit it in my character's xml though.
Title: Re: Chummer for 5th Edition
Post by: madness on <03-08-16/1602:51>
Registered literally for this only (I couldn't find the thread on dumpshock for some reason).  When I attempt to open the options it gives me an error.

[spoiler]************** Exception Text **************
System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
   at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
   at Chummer.LanguageManager.GetString(String strKey) in C:\projects\chummer5a\Chummer\Classes\clsLanguageManager.cs:line 493
   at Chummer.frmOptions.SetToolTips() in C:\projects\chummer5a\Chummer\frmOptions.cs:line 861
   at Chummer.frmOptions.frmOptions_Load(Object sender, EventArgs e) in C:\projects\chummer5a\Chummer\frmOptions.cs:line 27
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ContainerControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
[/spoiler]
Title: Re: Chummer for 5th Edition
Post by: odd on <03-08-16/1603:53>
Registered literally for this only (I couldn't find the thread on dumpshock for some reason).  When I attempt to open the options it gives me an error.

[spoiler]************** Exception Text **************
System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
   at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
   at Chummer.LanguageManager.GetString(String strKey) in C:\projects\chummer5a\Chummer\Classes\clsLanguageManager.cs:line 493
   at Chummer.frmOptions.SetToolTips() in C:\projects\chummer5a\Chummer\frmOptions.cs:line 861
   at Chummer.frmOptions.frmOptions_Load(Object sender, EventArgs e) in C:\projects\chummer5a\Chummer\frmOptions.cs:line 27
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ContainerControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
[/spoiler]

What version and OS are you using?
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <03-09-16/0116:24>
Fixing the lifestyle stuff up now, not sure how I missed that originally. The key violation that madness reported would normally indicate that it's trying to read a string that's not present. I'd suggest deleting your Chummer directory completely and downloading it again, the en-us.xml file may be corrupted or outdated.

As far as Dumpshock goes, I hate the thread style there so I never check it. I'd personally prefer that issues be raised on the github anyway, but that's a whole other thing.
Title: Re: Chummer for 5th Edition
Post by: madness on <03-12-16/0715:38>
It's Windows 8, and I believe I have then most recent version.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <03-15-16/0310:04>
...has the issue with breaking skill groups after chargen been resolved yet?  Last I remember, it you broke a group by taking a Specialisation, it did not reflect the change to the dice pool after you saved the character file and closed it even though the 7 Karma was deducted.
Title: Re: Chummer for 5th Edition
Post by: Raven2049 on <03-17-16/2021:51>
Ive just got done building an adept, and this adept has 4.5 points of cyberwear taking his magic from 2 (priority D) to 0. I then purchased with 5 points of karma my magic back up to 1 since i still have 1 essence left, that is my limit.

When i finalize the character and go to add karma to him and subsequently initiate, the initiation cost is correct, but when i go to raise my magic from 1-2, the cost is not 10 as it should be, it is 35, and the program is saying that i am going from magic 6-7.

Also when i hover over my augmented magic listing (which as far as i know i shouldnt have any augments to my magic, just the base stat of 1) its listing Mag 6 - Essence Loss 5. which is not what it should be.

i know i can just go into the file after i initiate and purchase the magic rating and edit the numbers to make the correct sum's show up, but i dont want to have to do that. any suggestions to making this work as it should be?
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <03-17-16/2112:50>
Unless I'm misreading what you've tried to do, Chummer's trying to be helpful. You should have automatically had 5 points of Special attributes deducted in order to try and preserve your magic rating of 2. To achieve what you seem to want to be doing, you'd have to enable the house rule to have Essence Loss only reduce your MAG maximum rather than the current value.
Title: Re: Chummer for 5th Edition
Post by: Beta on <03-17-16/2126:40>
I'm not running the nightly builds, so I don't know if they have fixed it .... But found that the Faceless negative quality seems to be missing.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <03-17-16/2130:38>
Yup, fixed in the nightlies. You can drop this into your data file and it should sort you out. https://dl.dropboxusercontent.com/u/17469748/override_qualities.xml
Title: Re: Chummer for 5th Edition
Post by: Kronk2 on <03-18-16/0545:06>
Is there a time table for implementing Rigger 5.0? Also, I am learning c# and am willing to try and help as I can.
Title: Re: Chummer for 5th Edition
Post by: Raven2049 on <03-18-16/0646:13>
Unless I'm misreading what you've tried to do, Chummer's trying to be helpful. You should have automatically had 5 points of Special attributes deducted in order to try and preserve your magic rating of 2. To achieve what you seem to want to be doing, you'd have to enable the house rule to have Essence Loss only reduce your MAG maximum rather than the current value.

this would be correct if i HAD any special points to contribute to doing so. i took Priority B as meta, and am a troll. so i have no special points.
Title: Re: Chummer for 5th Edition
Post by: SichoPhiend on <03-18-16/0856:58>
I have identified another problem with Adept creation with low essence, to try to duplicate Raven's issue, i created an adept with an essence of 1.5 using option D for magic.  First off, Magic attribute can never go below 0.  Yes when using special attribute points in character creation you have to buy up lost magic attribute points to "above" 0 if you want a magic attribute above 0 before the final step, but

In character creation the spending of Karma for skills and attributes is the only step that actually has an order in creation, it comes last after all other steps are completed, meaning that the essence loss has already taken effect lowering your magic maximum as well as your current magic to a min of 0... however if you have karma to spend in this step (like what I believe Raven did) the karma cost should be treated as if you are raising magic from 0 to 1 for a cost of 5 karma.

Now the problem I discovered was in trying to work around this issue.  instead of spending the Karma in character creation, I saved 5 karma to spend after finalizing the character.  When I started the character with a magic of 0 and what should have been a max magic of 1, It listed my max magic at 0 and would not allow me to raise it.  This, fortunately for the cyber mages among us, is not how it works.

Quote from: Shadowrun CRB, p. 278
If your Magic is reduced to zero, you can no longer use any skill requiring the Magic attribute, even if your maximum Rating is still greater than zero (but you can still raise the attribute with Karma and then get back to the spellslinging).

I further experimented with an existing character that was made with cyber and had both a magic (From special attribute points) and a max of 4, when raising to 5 after initiating, I was being charged 35 karma as raising magic from 6 to 7, which would have been the case without the magic loss.  The cost should be based on the current magic rating, not what it would have been without the loss.
Title: Re: Chummer for 5th Edition
Post by: Beta on <03-18-16/0913:46>
Yup, fixed in the nightlies. You can drop this into your data file and it should sort you out. https://dl.dropboxusercontent.com/u/17469748/override_qualities.xml

Thanks a bunch!

I wasn't too interested in doing regular updates, but I should get to a newer build .... are the nightlies somewhat stable?  (as in, if I download one on this computer today, and get around to downloading it on another computer next week, should I be able to swap character sheets back and forth between them?)
Title: Re: Chummer for 5th Edition
Post by: jim1701 on <03-18-16/1019:13>
In relation to the issue raised by Raven and SichoPhiend I found that if you have reduced your essence (and your magic) and have spent all your special attribute  points when you attempt to raise EDGE using karma the karma expenditure displayed by Chummer is not correct.

In my scenario I had a Ork adept with Metatype B (4) and Magic D (2 Adept).

I bought ware to reduce my essence to 4.13.  I used my special attribute points to raise my magic back to 4 (my current maximum.)  I also note I had spent all my karma so my available karma was zero (0).  I then tried to raise my edge from 1 to 2 and Chummer charged me 65 karma for it.

It appears to be charging me karma for the points I raised using the special attribute points from metatype but only if I also attempt to raise either special attribute using karma.

Also created issue in github (https://github.com/chummer5a/chummer5a/issues/765).
Title: Re: Chummer for 5th Edition
Post by: Bewilderbeast on <03-18-16/2318:42>
I cannot for the life of me get Chummer5 to run. I'm in Windows 10, and, this is embarrassing, but I'm not sure what I'm even supposed to do or click to get the program to launch? I click on both .gitignore and Chummer.sln and all I get is a Windows prompt asking me what program I want to use to open it.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <03-18-16/2359:08>
I cannot for the life of me get Chummer5 to run. I'm in Windows 10, and, this is embarrassing, but I'm not sure what I'm even supposed to do or click to get the program to launch? I click on both .gitignore and Chummer.sln and all I get is a Windows prompt asking me what program I want to use to open it.
You've downloaded the source files instead of the compiled binary. Grab the right chummer.nightly.zip file from https://github.com/chummer5a/chummer5a/releases for nightlies, or Chummer.5.178.zip from https://github.com/chummer5a/chummer5a/releases/latest. The nightlies are substantially more up to date, but they're somewhat quirky. I use them as a test-bed for finding issues. Next full release should be sometime around the end of easter.

Yup, fixed in the nightlies. You can drop this into your data file and it should sort you out. https://dl.dropboxusercontent.com/u/17469748/override_qualities.xml

Thanks a bunch!

I wasn't too interested in doing regular updates, but I should get to a newer build .... are the nightlies somewhat stable?  (as in, if I download one on this computer today, and get around to downloading it on another computer next week, should I be able to swap character sheets back and forth between them?)
Nightlies are forwards-compatible. I'll never make a character sheet that forces you to recreate a character from scratch. Nightlies aren't to be expected to be backwards-compatible or necessarily rule-legal though. For example, I've changed how the infected are handled about five times as part of 5.179 nightly. Generally it's fine.

Is there a time table for implementing Rigger 5.0? Also, I am learning c# and am willing to try and help as I can.
Roughly 80% implemented in the nightlies. Content's all there, but I need to implement the new modification systems for drones and vehicles.

The ESS/MAG thing is something I'm looking into at the moment. The ability to start with 2 MAG, burn out down to 1 Essence and buy it back up for 5 karma seems... wrong, though. At the very least it's a kick in the teeth for karmagen
Title: Re: Chummer for 5th Edition
Post by: The Wyrm Ouroboros on <03-19-16/0018:45>
Depends on how the GM allows it to be done, really.  I haven't had any good luck using the 'essence loss affects only max magic' tab, though every attribute and skill cost should always be based off its current amount.
Title: Re: Chummer for 5th Edition
Post by: Bewilderbeast on <03-19-16/1157:34>
I cannot for the life of me get Chummer5 to run. I'm in Windows 10, and, this is embarrassing, but I'm not sure what I'm even supposed to do or click to get the program to launch? I click on both .gitignore and Chummer.sln and all I get is a Windows prompt asking me what program I want to use to open it.
You've downloaded the source files instead of the compiled binary. Grab the right chummer.nightly.zip file from https://github.com/chummer5a/chummer5a/releases for nightlies, or Chummer.5.178.zip from https://github.com/chummer5a/chummer5a/releases/latest. The nightlies are substantially more up to date, but they're somewhat quirky. I use them as a test-bed for finding issues. Next full release should be sometime around the end of easter.

Thank you!
Title: Re: Chummer for 5th Edition
Post by: jim1701 on <03-19-16/1230:27>
Regarding the MAG/ESS issue the devs did little to properly define order of operations in how things get done during character creation.  And really the same goes for the karmagen method.  Believe me, I think the way I described the proper behavior is pretty cheesy but until TPTB want to issue any clarifications it is a valid interpretation of the rules. 

However, whichever method you choose to go with the current functionality is not correct.  Under this scenario if I do not raise either special attribute with karma I can distribute my special attribute points after lowering essence however I like and I am not charged any karma.  I still loose the points from my starting magic attribute that was based on my Magic priority selection and that is correct either way.  But if I then raise either special attribute by karma I'm getting charged an extra 50 or more karma depending on how I distributed my special attribute points from my Metatype priority selection.  That's just not consistent behavior. 

Also, in my case I would point out that the character I was creating started with a magic attribute of 2 (Magic D (Adept 2)) and I lost 2 essence bringing my current magic attribute to zero (0) and my maximum magic to 4.  I then spent four special attribute points to raise my magic to its max value of 4.  At no time did I dip below zero for my magic attribute.  Yet it still charged me 65 karma to then raise my edge from 1 to 2.  That is amount of karma to raise magic from zero to four plus raise edge from zero to two.  I've attached my character file if you want to look at it.  It was done using the current release build (178.)
Title: Re: Chummer for 5th Edition
Post by: anchoress on <03-21-16/1853:59>
Yeah, i reported the MAG problem a few weeks ago. Until then i discussed this fact with my group and also in the german forum. I have to second Jim. And for Karma Generation it seems to be legal and common pegasus support stuff sense, that it is totally allowed to first buy 'Ware and then raise up your Magic attribute. It seems a bit cheesy, but on the other hand: This way people can awake even after having 'Ware implanted, which would not be possible otherwise. So in my understanding and without further clarification of CGL in Karmagen you are free in your choice order to buy stuff with your karma/nuyen. So buying stuff for 2 Essence and then bringing your MAG rating up to - lets say - 5 should cost (10+15+20+25 =) 70 karma. Should be easy to implement in Chummer, also. IMHO this is a very straight forward way of calculation the costs.
Title: Re: Chummer for 5th Edition
Post by: anchoress on <03-21-16/2006:15>
Like explained in this bug ticket:
https://github.com/chummer5a/chummer5a/issues/664
the error in karma gen still occurs (tested in the Nightly build 5.179.769).

Steps to reproduce:
1) Select karma gen.
2) Select human.
3) Buy Cyber- or Bioware with essence cost between 0.05 and 1.0.
4) Select a magic archetype (adept, aspected magician, magician or mystic adept).
You are now always charged 10 more karma points then you have to pay for the archetype (i.e. 30 instead of 20 for adept, 40 instead of 30 for magician and so on). This is not correct.

Alternative way to reproduce:
1) Select karma gen.
2) Select human.
3) Select a magic archetype (adept, aspected magician, magician or mystic adept).
4) Buy Cyber- or Bioware with essence cost between 0.05 and 1.0.
You now lose 10 karma points. For what? Additionally, MAG stays at the rating of 1, which is incorrect, because losing essence reduces your current MAG rating. So if you lose a point of essence while having MAG at rating 1, it should be reduced to 0. Of course, if you FIRST buy your cyberware and THEN add the magic archetype it should start at rating 1, because it wasn't there when you bought the 'Ware. So in this case the order of purchase is important. Which is a bad thing for the chummer program, in my opinion. So regarding consistency i wouldn't charge anything for implanting 'Ware on awakened characters (in character generation! - after chargen it should of course reduce the magic rating like it is stated in the rules).

Sadly i can only really speak for karmagen, since i am no expert in Priority or Sum210 builds. But this is my opinion on karma gen at least.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <03-22-16/0553:43>
Hrm. Think I found it. Should have something soon.
Title: Re: Chummer for 5th Edition
Post by: Kincaid on <03-22-16/0847:34>
Are hand loads (Hard Targets) hidden somewhere that I can't find?
Title: Re: Chummer for 5th Edition
Post by: boongeebee on <03-25-16/1408:55>
I have an issue where at least two of my skills revert back to an earlier rating after I raise them upon opening the file again. Can you help me? What do you need to check this out?
Title: Re: Chummer for 5th Edition
Post by: Digital_Viking on <03-25-16/1419:43>
If this has been addressed, I apologize.

When spending Power Points, buying more than one level of the power results in the level resetting to 0 and there being a negative price. I have tried this with and without discounting for Way. So far it has happened to me with Combat Sense and Improved Ability (Pistols)

Thanks

DV
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <03-27-16/0221:14>
Are hand loads (Hard Targets) hidden somewhere that I can't find?
...for the time being, I just went into the gear file and added them for my characters. Cost is 125% book price per 10 (round up for odd results like Gel Rounds)  I did both +1 to DV and -1 to AP noting it as either (DV) or (AP)
Title: Re: Chummer for 5th Edition
Post by: Pap Renvela on <03-27-16/1823:22>
Regarding the MAG/ESS issue the devs did little to properly define order of operations in how things get done during character creation.  And really the same goes for the karmagen method.  Believe me, I think the way I described the proper behavior is pretty cheesy but until TPTB want to issue any clarifications it is a valid interpretation of the rules. 

However, whichever method you choose to go with the current functionality is not correct.  Under this scenario if I do not raise either special attribute with karma I can distribute my special attribute points after lowering essence however I like and I am not charged any karma.  I still loose the points from my starting magic attribute that was based on my Magic priority selection and that is correct either way.  But if I then raise either special attribute by karma I'm getting charged an extra 50 or more karma depending on how I distributed my special attribute points from my Metatype priority selection.  That's just not consistent behavior. 

Also, in my case I would point out that the character I was creating started with a magic attribute of 2 (Magic D (Adept 2)) and I lost 2 essence bringing my current magic attribute to zero (0) and my maximum magic to 4.  I then spent four special attribute points to raise my magic to its max value of 4.  At no time did I dip below zero for my magic attribute.  Yet it still charged me 65 karma to then raise my edge from 1 to 2.  That is amount of karma to raise magic from zero to four plus raise edge from zero to two.  I've attached my character file if you want to look at it.  It was done using the current release build (178.)

I'm not sure what you are looking at but order of operation is clear for priority.
Assigning special points and attribute points happen before spending resources.
Title: Re: Chummer for 5th Edition
Post by: jim1701 on <03-27-16/1954:36>
Regarding the MAG/ESS issue the devs did little to properly define order of operations in how things get done during character creation.  And really the same goes for the karmagen method.  Believe me, I think the way I described the proper behavior is pretty cheesy but until TPTB want to issue any clarifications it is a valid interpretation of the rules. 

However, whichever method you choose to go with the current functionality is not correct.  Under this scenario if I do not raise either special attribute with karma I can distribute my special attribute points after lowering essence however I like and I am not charged any karma.  I still loose the points from my starting magic attribute that was based on my Magic priority selection and that is correct either way.  But if I then raise either special attribute by karma I'm getting charged an extra 50 or more karma depending on how I distributed my special attribute points from my Metatype priority selection.  That's just not consistent behavior. 

Also, in my case I would point out that the character I was creating started with a magic attribute of 2 (Magic D (Adept 2)) and I lost 2 essence bringing my current magic attribute to zero (0) and my maximum magic to 4.  I then spent four special attribute points to raise my magic to its max value of 4.  At no time did I dip below zero for my magic attribute.  Yet it still charged me 65 karma to then raise my edge from 1 to 2.  That is amount of karma to raise magic from zero to four plus raise edge from zero to two.  I've attached my character file if you want to look at it.  It was done using the current release build (178.)

I'm not sure what you are looking at but order of operation is clear for priority.
Assigning special points and attribute points happen before spending resources.

Which if you read the whole post you would know that's fucking irrelevant.  Chummer was still doing it wrong.  Fortunately it sounds like its been fixed.  I have not desire to mess with the nightly builds so I'll just wait for the next release build. 
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <03-27-16/2311:15>
So the way Chummer's been coded, Essence Loss during character creation is only charged against the Base values. Ie you have a MAG score of 1 and an Essence Loss of 2, you'll be charged 5 karma because the Base value can't go below 0. It works a bit differently for priority, but that's essentially working as intended. There's an odd intermittent problem with this setup that's occasionally making it charge more. I haven't quite figured out what's causing it yet, but haven't had much development time spare the last few weeks, so it's slow going. Still, fingers crossed to have something sorted in the next couple of days.

As for hand loads, I haven't quite decided how to handle them yet; creating multiple entries for each ammunition type is the quick-and-dirty approach, but I'd prefer to do something else with it; I don't like bloating the data files with variants of the same object.

Boongeebee, your issue is related to skill groups; it's something we're working on in the newskills branch of Chummer, where the other dev's rewritten the skills system to be a bit more robust and less nightmarish to support. Not quite ready for prime time yet. If you could send your chum5 file to chummer5isalive@gmail.com, I'll take a crack at fixing it up for you.

Digital_Viking, should be fixed in the latest nightly build. It's an issue with free levels from mentor spirits or foci, for the most part.
Title: Re: Chummer for 5th Edition
Post by: Digital_Viking on <03-28-16/0725:22>
Thanks!
Title: Re: Chummer for 5th Edition
Post by: Digital_Viking on <03-28-16/1945:08>
Digital_Viking, should be fixed in the latest nightly build. It's an issue with free levels from mentor spirits or foci, for the most part.

Just tried with the latest nightly build (5.179.775 DEBUG BUILD) - when I purchased Improved Ability it was set to 0 and I could not increase the level. I had a Way purchased if that helps.
Title: Re: Chummer for 5th Edition
Post by: Digital_Viking on <03-29-16/1924:31>
Digital_Viking, should be fixed in the latest nightly build. It's an issue with free levels from mentor spirits or foci, for the most part.

Just tried with the latest nightly build (5.179.775 DEBUG BUILD) - when I purchased Improved Ability it was set to 0 and I could not increase the level. I had a Way purchased if that helps.

NM - I wasn't buying the skill before I bought the power so that was why.

I am a goof :)
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <03-31-16/0332:33>

As for hand loads, I haven't quite decided how to handle them yet; creating multiple entries for each ammunition type is the quick-and-dirty approach, but I'd prefer to do something else with it; I don't like bloating the data files with variants of the same object.
...the issue with the complexity is that in Missions you can only purchase handload ammo while in a home campaign scenario characters with Armourer skill can make them, so it seems to be somemwhat unwieldy to implement to cover both bases. As I am in Missions play I decided to just edit the Gear data on my own like I mentioned.  Yeah it's a pain but at least I have the proper values and prices.
Title: Re: Chummer for 5th Edition
Post by: Atlessa on <04-05-16/1812:04>
Can someone explain to me what happened here, and how to get around it?  (Restricted Gear Quality is present, without it chummer detects 4 instead of 3...)

https://www.dropbox.com/s/hvlsqqln6h9s02z/Screenshot%202016-04-06%2000.03.21.png?dl=0
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <04-05-16/1849:56>
Oh nuts, it's still doing that? It's triggering off each of the child items; easiest workaround for now would be just take the torso and add the other gear for free once you hit career mode.
Title: Re: Chummer for 5th Edition
Post by: CraterShip on <04-05-16/2253:39>
First off, thanks for getting this up and running! I love being able to easily create my characters without reams of paper!

I do have a question too, is there a way, our is there a plan to implement creation of custom mentor spirits/ totems?
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <04-06-16/0401:57>
You'd be best off looking at the custom files for that, the plans I have for the custom item UI is a looooong way off.
http://www.chummergen.com/chummer/wiki/mentors-xml.ashx
http://www.chummergen.com/chummer/wiki/Custom%20Data%20Files.ashx
Title: Re: Chummer for 5th Edition
Post by: CraterShip on <04-06-16/0617:54>
Perfect, exactly what I am looking for! Thanks again, and I also look forward to seeing the custom item UI
Title: Re: Chummer for 5th Edition
Post by: chryx on <04-09-16/2043:07>
Apologize if I'm missing something really obvious, but is there any way to go back and change your race and fiddle with priorities after you have moved on from that selection screen?
Title: Re: Chummer for 5th Edition
Post by: odd on <04-09-16/2247:41>
Apologize if I'm missing something really obvious, but is there any way to go back and change your race and fiddle with priorities after you have moved on from that selection screen?
You are looking for :
Special -> Change Priority Selection

I believe.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <04-10-16/0052:15>
...is there a way to edit parts of a character file after committing to career mode?  I ask this because an issue arose within our Missions group concerning the prejudice quality and I am considering changing the "subject" of the character's intolerance to something more fictional just to avoid any unpleasant feedback.  The current  target could be construed by some as not very "PC" as it is targeted at a real nation that also exists in the world today.

While I have the backup of the prebuild saved, I really don't wish to have to go through adding back in all the Karma and cash awards and redo all the purchases the character has made since as she's been through a fair number of missions.  Simply removing the quality to take it again with the new target not only subtracts double the Karma originally awarded and does not grant Karma for taking it again.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <04-10-16/0240:25>
Opening the file in notepad and making the change would be the simplest.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <04-11-16/0203:42>
...the ".chum" file however shows as an icon with an "non-associated" programme. Wouldn't opening it in notepad change the extension to one the chummer programme will no longer be able to read?
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <04-11-16/0211:03>
Just don't tick the option to make it always do that, or open notepad, then open the file through the open menu by changing the filter to All Items. otherwise you could remove the quality, undo the karma expense of removing the quality (This won't restore the quality itself, just the karma cost) then add the new version and give yourself free karma to compensate.
Title: Re: Chummer for 5th Edition
Post by: runarm on <04-13-16/2025:31>
Hey.
Appreciate all the hard work on Chummer :)
However, I'm having a majorly weird issue with it refusing to start on a win7 laptop. I run the executable and it pops up in my task manager, but then just closes right back down and never even shows me the chummer program window or even an error message. Application log error flags this as an exception code: 0x80131506. This seems to be some .net error, but I can't find a way around it.
Any idea what could be happening?

R.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <04-13-16/2030:25>
.Net version's probably out of date. Please try updating to .Net 4.5.1 or later.
Title: Re: Chummer for 5th
Post by: chryx on <04-15-16/0529:21>
Any chance the text mode can be changed to show the quality of cyber ware, the essence cost, and the nuyen cost of things? Would make it easier to post characters here. Also, the Faceless quality seems to b missing.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <04-21-16/0353:40>
...still getting that file corruption issue with new saved characters (not yet converted to career mode) where skills get changed from Skill point to Karma purchase even though the character is built on the priority format.  This seems to happen randomly as it only affects some not all skills as seen in the attached image (the outlined areas).

As can be seen the point value filed is greyed out (inactive) and only the Karma field works.  I have absolutely no idea why this occurs.  I checked all the setting in the Tools tab and nothing there is out of the ordinary.

------

Not able to attach image of screen shot. as whne I do, eems to want to force a download when clicked rather than just open it up to view.  As the image is on my desktop there is no URL to use with the insert image button.
Title: Re: Chummer for 5th Edition
Post by: Dylants on <04-22-16/0128:16>
Not able to attach image of screen shot. as whne I do, eems to want to force a download when clicked rather than just open it up to view.  As the image is on my desktop there is no URL to use with the insert image button.

You can upload to google drive and right click and chose sharable link
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <04-22-16/0233:15>
...that's a pain as I've never really bothered much with any of the Google apps. When I tired, I couldn't get things to work the way they were supposed to.

Sad as other forum software just lets one attach an image to a post and clicking on the thumbnail automatically expands it without needing to download or use some application to open it.  I may just go to the main site and  upload it there as it better illustrates the issue I'm having (and I am using the latest "stable" release, not a "nightly").
Title: Re: Chummer for 5th Edition
Post by: Bewilderbeast on <04-22-16/0317:59>
Hey, so a problem I keep having with Chummer 5 is I can't find where magical reagents are or where they can be purchased? I've had other users explain to me explicitly where they are (under magical supplies, I'm told) but I can't find them. I thought it might have been a bug or a problem with using an outdated version of Chummer, but I downloaded the latest version just yesterday and still no joy re: purchasing reagents.

Anyone have an idea?
Title: Re: Chummer for 5th Edition
Post by: Coyote on <04-22-16/1251:12>
Hey, so a problem I keep having with Chummer 5 is I can't find where magical reagents are or where they can be purchased? I've had other users explain to me explicitly where they are (under magical supplies, I'm told) but I can't find them. I thought it might have been a bug or a problem with using an outdated version of Chummer, but I downloaded the latest version just yesterday and still no joy re: purchasing reagents.

Anyone have an idea?

Most of Chummer's screens have a nice Search feature. Just go to Add Gear, Search for "reagent", and it will bring up a list that has three reagent options, with "[Magical Supplies]" telling you what is the name of folder that they're in. Buy the reagents from that screen, and then hit Add Gear again, and it will default to the folder of your last purchased item... so it will take you directly to the Magical Supplies folder.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <05-05-16/0244:05>
...got into a discussion last night about how high fashion armour with the "Custom Fit" attribute works. 

According to a couple threads I researched here, several people say it works just like general stacking (eg a Jacket + helmet + PPS forearm armour) in that the normal encumbrance rule comes into effect while a few others don't. . However in Chummer, when I stack say a Suit of Sleeping Tiger with the Synergist Long Coat (+3 armour) on a character with 1 STR, there is no penalty to agility. Is this correct?
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <05-05-16/0252:44>
Custom Fit was a nightmare to implement originally, it's probably wrong. I'd prefer to see something officialish about it, as is it's adhering to RAW.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <05-05-16/0437:05>
...ahh as I am in Missions I discovered the standard encumbrance rule (SR 5 Core Rules) is being enforced (I just checked the latest FAQ) so one of my characters had more armour than they could normally manage without taking a penalty to agility based skills. Wish the editors would have kept BOD as part of the encumbrance determination.

The rule makes the Custom Fit/Stack feature (and extra cost) sort of pointless. Purchasing different brands of high fashion clothing (like a Mortimer Argentum coat and Zoe Executive suite suit) keeps the stacking bonus from being added thus nor affecting Agility which if find sort of incongruous as it's still two sets of armoured clothing the character is wearing yet she received no penalty because neither add a + to the armour value.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <05-29-16/0339:02>
Raise it as an issue on Github and I'll sort it out soon as I can. In the meantime, we've just pushed 5.180 to full release, which is available here (https://github.com/chummer5a/chummer5a/releases/tag/5.180.0):

Ordinarily I'd post the changelog in this post, but it's over twice the permitted size for the text-box. Instead, you can find the current changelog notes here .
Important notes:

Title: Re: Chummer for 5th Edition
Post by: AJCarrington on <05-29-16/1132:52>
Awesome work!! Thanks to you and all those who continue to work on this!!
Title: Re: Chummer for 5th Edition
Post by: runarm on <05-30-16/1129:06>
Thanks for keeping Chummer alive and updating it. Great work :)

One issue, just in case it hasn't been reported already: Three of the dwarf metavariants from Run Faster are not correctly set up in Chummer. Mostly it's that they've been given Distinctive Style as a quality in Chummer, which the metavariant template simply isn't supposed to have. The Hanuman variant also has Metagenig Improvement (AGI) included in Chummer, which isn't supposed to be part of the package.

R.
Title: Re: Chummer for 5th Edition
Post by: boongeebee on <05-31-16/0014:20>
Thank you!
Title: Re: Chummer for 5th Edition
Post by: Beta on <06-01-16/1802:28>
Thank you (and your collaborators) so much for all the work!

On the new build I noticed a very minor bug:  the hover-over text for skill groups is only listing two of the skills (it does credit all three skills when you choose it, however).  Totally not performance impacting.
Title: Re: Chummer for 5th Edition
Post by: Raven2049 on <06-09-16/2042:30>
Out of curiosity, as i know you do nightly builds, but when do you think that a new "Release" will be.... well.... released?  ;D I keep meaning to get the new nightly, but always forget to. but a new RC would be nice >.>

thanks! and keep up the work!
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <06-10-16/0858:40>
The tooltip issue is resolved in the current nightlies, Beta. Raven2049, the current build is drafted; I have a couple of minor tweaks I want to implement before I push the full release, but it should be sometime before the end of the weekend.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <06-13-16/0928:02>
Application Changes:

Data Changes:

Translation Changes:

Update available here (https://github.com/chummer5a/chummer5a/releases/latest), or via the update system.
Title: Re: Chummer for 5th Edition
Post by: AJCarrington on <06-13-16/1303:07>
Wow! As always, thanks for the the work and effort put into this!
Title: Re: Chummer for 5th Edition
Post by: Dwagonzhan on <07-09-16/2343:13>
I'm so glad I found this utility. It's going to make creating complex Riggers and NPCs actually manageable.
Excellent work.
Title: Re: Chummer for 5th Edition
Post by: Hobbes on <07-10-16/1801:59>
Bug:

Ork (and Troll) Metatype Reduction Cyberware is granting the Human Looking Positive Quality.  As it should.  It is charging 6 Karma for the Quality, which it shouldn't. 

The Bioware version is referencing the wrong page, it should be CF 108.
Title: Re: Chummer for 5th Edition
Post by: aono on <08-11-16/1448:52>
Good day!
First of all, thanks a lot for great product.
Second, is it possible to turn on 4th edition matrix atributes for commlinks and other net stuff? I mean, is it possible by editing data files, or showing 5th edition attributes is hard-coded?
Title: Re: Chummer for 5th Edition
Post by: TimTurry on <09-10-16/2330:21>
Great program.  You rock!

I am having one of those edge-case crashes.  I am sure it will be low on the priority, but I will report it anyway.
I am using Nightly-v5.183.40 to make sure I have the latest code, but this crash happens on multiple older versions as well.  Mostly on non-human races that take the vampire quality.  To make reproducing it easier, I am giving you a gnome mage with no qualities (You will have to rename it from .pdf to .chum5).  As soon as you pick the "infected non-human vampire" quality, and pick some default bonuses (immunity, bod,bod,wil,wil really they don't matter) chummer crashes immediately.

Thanks again for this great (free) program.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <09-11-16/0328:08>
Aono: It's pretty much all been removed. There's some left over stuff, but it's not functional in any way.
TimTurry: Nope, I'm just an idiot that doesn't debug things properly. Should be fixed in the next nightly build.
Title: Re: Chummer for 5th Edition
Post by: TimTurry on <09-12-16/1153:10>
TimTurry: [vampires  - ed]  Should be fixed in the next nightly build.

Thanks.  Fixed: choosing infected no longer crashes.  I was goofing around, and made a troll.  When I added Infected:vampire non-human, his max strength dropped from 10 to 7.  My gut says these are human numbers, or the values got crossed somehow.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <09-12-16/2034:35>
*Shrug* RAW says that you change the stats to what's on the table on 135, and that it costs 10 karma more if you're not a human. Blame/ask Patrick Goodman.
Title: Re: Chummer for 5th Edition
Post by: TimTurry on <09-12-16/2258:29>
*Shrug* RAW says that you change the stats to what's on the table on 135, and that it costs 10 karma more if you're not a human. Blame/ask Patrick Goodman.

Wow, you are right.  I should have checked first!  Spend 37 karma to get way weaker.
Title: Re: Chummer for 5th Edition
Post by: Raven2049 on <09-13-16/1507:27>
I Do not know if i did some thing wrong But when I Tried to add an Improvement for Exotic Ranged weapon Laser The Skill still shows 0

i have purchased active hardwires for the skill and the skill rating never showed up in my skills, so i tried to manually add it.

any thoughts?
Title: Re: Chummer for 5th Edition
Post by: aono on <09-15-16/0502:46>
Quote
It's pretty much all been removed. There's some left over stuff, but it's not functional in any way.
It's not a problem to add such stuff from my side, my problem is how to make program to show 4ed stats, not 5ed stats.
:)
Title: Re: Chummer for 5th Edition
Post by: AJCarrington on <09-15-16/0732:44>
It's not a problem to add such stuff from my side, my problem is how to make program to show 4ed stats, not 5ed stats.
:)

Have you looked at the "original" Chummer (http://www.chummergen.com/), which was built for 4th edition? Development has been frozen for a long time now, but it might serve your needs pretty well.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <09-15-16/0817:15>
When I say there's some stuff left in there, I mean like... technically you can create Nexuses and stuff. The UI segments are all missing, but you could manually flag a commlink as being a nexus. Without forking the code and implementing it yourself, there is no way to use stats like response and whatever.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <09-18-16/2104:52>
Per usual, updates can be downloaded either from the GitHub Releases page (https://github.com/chummer5a/chummer5a/releases/latest) or via the auto-updater. Changelog is below.

[spoiler]
Application Changes:
Data Changes:

New Strings:
Changed strings:
New Sheet:

[/spoiler]
Title: Re: Chummer for 5th Edition
Post by: Ragnarok on <09-19-16/1337:16>
Speaking as a n00b:

Where do I download Chummer5 with a workable .exe application?

I ask this because, I've gone thru the zip file of the most recent update, and there isn't one.
Title: Re: Chummer for 5th Edition
Post by: The Butcher on <09-19-16/1732:28>
Sorry if this is allready covered - my searches were fruitless.

In the to most recent builds, when loading any of my older saved files - I get and issue between skills and skill groups, where groups in which the character has any skill is concidered broken.

Is there any easy work around for this - would hate to redo them all.

Thanks!
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <09-19-16/2009:27>
Ragnarok: So you're at https://github.com/chummer5a/chummer5a/releases/tag/5.184.0, you click the Chummer5.184.0.zip link, and it has no executables? Or were you downloading the source code zip?

Butcher: That's generally intended behavior, as RAW prohibits you from merging broken skill groups again. There's a optional rule in Tools > Options > Optional Rules to merge skill groups if they have the same rating. If there's something else going on I'd need to see the character file.
Title: Re: Chummer for 5th Edition
Post by: Ragnarok on <09-19-16/2226:27>
Ragnarok: So you're at https://github.com/chummer5a/chummer5a/releases/tag/5.184.0, you click the Chummer5.184.0.zip link, and it has no executables? Or were you downloading the source code zip?

Now that you pointed it out, I had downloaded the "Master Index" zip, Oops... My bad.   ;D
Title: Re: Chummer for 5th Edition
Post by: The Butcher on <09-20-16/0637:21>
Thank you.

I went back an checked a lot of files. It seems you are right. The only issue left is with characters that havenot been marked as created. When I open them, the skill groups skills have been removed and transfered to the individual skills. But of course, since they aren't created, it is easily correctet.

Quess that's the solution, right?
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <09-21-16/0042:54>
Pretty much; when we changed to the new skill architecture, it was deemed too much of a hassle to figure out where everything had come from originally; this was the least painful way for us to work around it.
Title: Re: Chummer for 5th Edition
Post by: TimTurry on <09-21-16/1139:21>
Vehicle Modifications:

Likely Bug: “(R5 p. 154)Handling enhancement can be taken with a Rating of 1 to 3, with the Rating added to the Handling (both on-road and off-road) of the vehicle.”  The current chummer is only adding handling to the “on-road” value, and nothing to the off-road value

On the subject of cars, is chummer keeping track of the 6 different slots (“(R5 p.151) Each vehicle modification has a number of Modification Slots equal to its Body in each Modification Category. There are six Modification Categories: Power Train, Protection, Weapons, Body, Electromagnetic, and Cosmetic.”) I wanted to check, but when I clicked on the “handling improvement” for example, it did not tell me how many slots it was or which catagory.  Further checking (adding/deleting items) makes me think chummer is doing all the right things.  So my request is that individual modifications display the “category” and the number of slots they use.  This way I can see my expensive items and remove them (instead of the trial and error method).

Thanks so much. 


Title: Re: Chummer for 5th Edition
Post by: Raven2049 on <10-09-16/2013:15>
So ive been playing around with Lasers, and added one to one of my drones.

i bought the Satchel power supply for it, and tried to "reload" it. chummer then said i didnt have any ammo remaining..

Odd... so did some looking, and i found "Peak Discharge Power Units" under ammo.

K so i added enough to cover my satchel power packs, and tried to reload.

Chummer crashes.

odd... k send in the debug log... the debug logger/uploader crashes...meh.. k just try everything again.

Open character sheet, go to laser weapon, of course i didnt save, so this time i add the power units, save and try to reload.

Chummer crashes.

debug logger crashes as well during upload

.... ok now what...

one last time! i go back to the laser, click reload (as the "ammo units" were still listed in my inventory from the save) and click "reload"

Chummer tells me i dont have any ammo remaining for this weapon. But its right there! i can see it!

anyways, i add more ammo on top of the existing ammo, click reload, and again chummer crashes.

and again crashes during the debug logger (im pretty sure this has nothing to do with the laser ammo problem)

Not that its a big deal, i dont really use Chummer to track my ammo useage anyways, but all my other weapons are reloading properly. so i figured i would let you know whats going on here.

Title: Re: Chummer for 5th Edition
Post by: RowanTheFox on <10-09-16/2017:28>
Still can't add metamagics to initiate grades without it crashing. The debug logger doesn't even start up at all for me.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <10-10-16/0217:09>
TimTurry: Should be fixed in the latest nightly. Sorry about that, holdover from before I split up the handling values.
Raven2049: So the problem with lasers is that they're using the Laser Weapons category instead of the Exotic Ranged Weapons category, but Peak Discharge looks for Exotic. Actually looks like they were being handled wrong anyway since they weren't forced to use Exotic Ranged Weapons, but that's sorted now.  Again, should be sorted in the latest nightly.
EiraHaexa: Without a way to see why it's going wrong, I can't help you too much. Are you using a recent nightly? There was a brief problem where I broke options saving between one nightly and another, that might be preventing your options from saving and not launching the logger.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <10-10-16/0858:28>
Chummer 5.185 release build is now available the Releases page (https://github.com/chummer5a/chummer5a/releases/latest) or via the updater. Converting the changelog to bbcode is tedious so I won't bother posting it here.
Title: Re: Chummer for 5th Edition
Post by: Raven2049 on <10-12-16/2101:09>
Sweet! thx for the fixes, the Character Roster feature is nice, easy way to swap between guys for GM's as well
Title: Re: Chummer for 5th Edition
Post by: The Wyrm Ouroboros on <10-12-16/2154:48>
Would be nice to have characters on the roster be identified with their file name as well, though.  And to be able to remove characters from the roster, too.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <10-12-16/2202:46>
Both of those are actually on my next milestone for it, along with a couple other minor tweaks like grouping items by subfolder for the watch folder. As is, the roster is based on your MRU list and what's in the assigned watch folder. If you right-click to pin all the items you want to keep and then clear out the rest, you'll remove the unpinned items from it.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <10-20-16/0908:08>
Chummer 5.186 is now available as a release build. (https://github.com/chummer5a/chummer5a/releases/tag/5.186.0)

Build 186:

Application Changes:

Fixed missing values for Metahuman adjustment on several vehicles.
Properly applied localisation to the character roster form.
Fixed the karma costs for new knowledge skills in career mode to not improperly charge twice.
Added a missing Seats label for vehicles.
Set the Astral Initiative label to be invisible if the character is not Awakened.
Altered the SelectWeapon improvement to allow excluding a specific weapon type. Prevents spare clips from trying to select melee weapons.
Fixed the Expense Log entry for Knowledge Skill increases to properly indicate it's a Knowledge Skill entry. Removed an accidental double-charge for creating skills.
Slightly refactored weapon selection to use GUIDs instead of names.
Altered the underbarrel weapon node to allow multiple child items.
Added the ability to hide weapons from being visible in the selection window.
Added a File Path label to the Character Roster.
Added the ability to delete items from the Character Roster by pressing the Delete button. This will ONLY remove the file from the relevant MRU lists, no .chum5 files will be deleted.
Suppressed the ability to attempt to add a Nexus to vehicle or gear items.
Added the ability to filter qualities by their karma values, applying a minimum, maximum and value boundary to the quality list.
Made some alterations to the display of characters in the Roster. Added the Game Notes field, removed the ability to edit the text (It wasn't saving anyway.)
Fixed the calculation method of Custom Fit (Stack) mods to work more reliably.
Fixed the implementation of Awakened Infected (Mutaqua, Wendigo, etc.) to not add the relevant qualities.
Added logic to prevent weapon accessories from applying their bonuses while uninstalled.
Added naming logic to the Create Mode form, similar to the behaviour for Career Mode. In order of precedence, characters will use their Alias, Real Name or the localised string for Unnamed Character.
Fixed the 'Increase Qty' button in career mode to properly select the currently selected item.
Altered the crash handler logic to jump directly into the crash handler form. Important note: We still only receive the report if you click Send Error Report.
Nightly builds are now configured as Release, fixing an issue with launching the Crash Handler.
Added a warning that porevents creating invalid Custom Item names.
Added missing 'dirty' flags for changing options in the Options menu. Ensures that changing any option in the Options menu properly flags it as dirty and requests a restart.
Added Restart Chummer menu option to Tools menu.
Did some general UI cleanup for the Options menu, ensuring that the full text of a book is always visible.
Fixed an error caused by users not entering Drain attributes for their Custom Tradition.
Added logic to check whether a character was saved in a later version of Chummer than the current one.

Data Changes:

Fixed an incorrect spelling for the Personafix gear item.
Added Dissonant Echoes from Data Trails, courtesy of gamingharry. As it's not normally possible to become a dissonant technomancer, these echoes have been attached to the Data Trails (Dissonant Echoes) book, and will need to be enabled in the Options menu.
Added content from Lockdown, Shadows in Focus: San Francisco, and the Hong Kong Sourcebook.
Added a range category for Shotgun (flechette).
Added the Shotgun (Flechette) weapon range.
Added missing weapons from the Schattenhandbuch, courtesy of gamingharry.
Fixed the display of magic traditions in the core character sheets.
Moved the selecttext method back out of AddImprovementCollection.
Altered the Magician, Adept, Mystic Adept, and Technomancer to not need special treatment when adding their special tabs.
Added code to prevent Bone Density and Bone Lacing from being taken together.
Added code to prevent Orthoskin and Dermal Plating from being taken together.

New Strings:

Label_VehicleSeats
Label_Biography
Label_File_Path
Label_Roster_File_Name
Tab_Roster_Description
Tab_Roster_Concept
Tab_Roster_Background
Tab_Roster_CharacterNotes
Tab_Roster_GameNotes
Message_Options_Restart
Message_OutdatedChummerSave

Changed Strings:

Message_ConfirmKarmaExpenseKnowledgeSkill
Message_Options_CloseForms
Title: Re: Chummer for 5th Edition
Post by: AJCarrington on <10-20-16/1020:21>
Wow! o.O

Amazed and thankful for all the work you've put in.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <10-20-16/2312:54>
FYI All: I am an idiot and slightly broke the ability to unlock magic and resonance in karmagen.

It's fixed in the latest Nightly build at https://github.com/chummer5a/chummer5a/releases/tag/Nightly-v5.187.1.
After some received feedback and the instability of the current update system, I'll be reviewing that before I do another release build.

Sorry for the inconvenience.
Title: Re: Chummer for 5th Edition
Post by: The Wyrm Ouroboros on <10-21-16/0133:57>
*mutters, has to go hunt down which of his own add-ons is making it crash*
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <10-21-16/0141:00>
The crash reporter should be working now, if you click the blue 'What is in this report' link and show me the contents of the exception.txt I can help you figure it out.
Title: Re: Chummer for 5th Edition
Post by: The Wyrm Ouroboros on <10-21-16/0157:30>
Well, I'll fire up the Nightly above and use its information, see how far back I have to go on the character build to find a stable one.  If the latest character loads fine, then I'll alter the data files piece by piece, rebooting and rechecking each time to see if it all loads properly.

Honestly, I think it's probably the additional 'ware grade I added.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <10-21-16/1036:53>
Hrm, it should only be 4 karma; what circumstances are you trying to add it under?
Title: Re: Chummer for 5th Edition
Post by: Beta on <10-21-16/1458:41>
I suspect I'm just missing something which should be obvious enough, but I've drawn a complete blank so far.  Hate to ask for help when everything else has been so straightforward, but I'm just stuck.

Is it possible to add adept ways, and how do you do so?
Title: Re: Chummer for 5th Edition
Post by: Dwagonzhan on <10-21-16/1827:55>
I suspect I'm just missing something which should be obvious enough, but I've drawn a complete blank so far.  Hate to ask for help when everything else has been so straightforward, but I'm just stuck.

Is it possible to add adept ways, and how do you do so?

Adept Ways are kept under Positive Qualities IIRC.
Title: Re: Chummer for 5th Edition
Post by: Beta on <10-24-16/1647:03>

Adept Ways are kept under Positive Qualities IIRC.

Thank you!  (and to note, they are listed under the full name of "The Beast's Way" (etc.) So looking under either W for Way or B for Beast won't find them ..... (I hadn't read the Grimoire for a while, had forgotten the exact name, didn't think of looking in the T's)
Title: Re: Chummer for 5th Edition
Post by: Sir_Prometheus on <10-24-16/2301:49>
MIght've been mentioned:  Chummer currently does metavriants OK, but it doesn't seem to implement the appropriate karma costs (or bonuses).  It seems like you'd have to construct some miscellaneous cost to account for them. 

Also, for every version, as long as I can remmber, "change priorities" causes things to break.  Basically if you do that, you have to remake the character.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <10-24-16/2305:06>
Just found the metavariant issue, that'll be fixed in the next nightly. I've never run into any problems with changing priorities, can you upload an affected file so I can test it?
Title: Re: Chummer for 5th Edition
Post by: TimTurry on <11-01-16/1228:13>
Chummer is so good, I am making ascetic requests. :)
If you look at my sample (attached) picture of the Expenses section, you'll the the date forces even the smallest entry to be a two-line entry.  Well, pretty soon, this can make for a very long karma/newyen bookkeeping section.  As you see, it is the date (only) that is spilling over to the second line.  Is it possible to add an option to format/shorten the date, so it fits on one line?  Possible options:
1) Military time
2) Skip hours/minutes
3) Different font
4) insert better idea here
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <11-03-16/0810:05>
Chummer build 5.187 is now available. Quick release increment due to an issue with magic unlocking that crept into the previous release. Available from here (https://github.com/chummer5a/chummer5a/releases/tag/5.187.0).

Incidentally, we've recently started using Slack for team communication, because I'm attracted to buzzwords and Horizon P2.0 isn't out yet. Currently it's mostly tumbleweeds blowing through some empty channels, but if you'd like to participate in the conversation, you can get an automatic invite
here (https://chummer-slackin.herokuapp.com).

As always, the single best way to get an issue noticed and worked on is to report it on the issue tracker (https://github.com/chummer5a/chummer5a/issues)!

Aside from that, nothing terribly new and exciting going on at the moment. Personally, I'm tilting at the windmill of getting AIs to work in priority mode (Custom tables based on metatype selection make it awkward to implement without refactoring everything a lot) and refactoring some parts of the UI to support the creation of shapeshifters (Seriously, why do they have to buy up their stats separately?).
Title: Re: Chummer for 5th Edition
Post by: Dwagonzhan on <11-03-16/1607:16>
I'm downloading 5.187 manually, since updating completely broke my local Chummer 5 install. :\
(sent the error report; no idea if it went anywhere)
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <11-05-16/0734:35>
...was trying to initiate a Mystic Adept with The Magician's Way.  According to the Street Grimoire, a mystic adept with this quality can also take non adept metamagics when initiating, however when I try to apply one it will not let me. When I initially click on Metamagic in the pop up menu, it only also shows Adept Centering and Power Point.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <11-05-16/0743:25>
Take the Art first.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <11-05-16/1157:04>
...so I have to spend an extra initiation? Wow that's really expensive on top of paying 20 Karma for The Magician's Way just to be able to use other metamagics. Makes playing a mystic adept pretty worthless if she doesn't have physical combat skills (the character is a Social Adept with primarily Illusion and Manipulation spells). 

So for example at grade 4, the character would only have Masking and Cleansing, instead of the two metamagics and two extra power points  because two grades need to be used on the Art first.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <11-05-16/1220:46>
No? When using Street Grimoire's initiation rules, you first initiate into an Art, and/or take a metamagic from any other Arts you've already initiated into. If you don't like taking that step, enable the Houserule 'Ignore Art Requirements'.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <11-05-16/1247:58>
...so if you take the art through the SG, you also have the metamagic?  A bit confused here
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <11-05-16/1305:38>
Okay, so I'm a mage. I want to be able to Quicken my spells, so I choose to Initiate into the Defensive Art of Quickening.
I click the Add Initiate Grade button, and am now Initiate Grade 1.
I then right-click on the Initiate Grade and click Add Art, selecting the Quickening Art from the list.
I can then right-click again and select Add Metamagic, where Quickening is listed.
That's all the Metamagics I'm allowed to add for this Initiate Grade, so we're done for now.

For my next Initiation, I decide I want Anchoring. I add an initiate grade and because I'm already initiated into the Quickening Art, I just click Add Metamagic and find Anchoring in the list. If I instead wanted to get to know rocks more intimately, I could initiate into the Geomancy Art instead and start the process over again.

Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <11-05-16/1309:44>
...ahh I see how that works.  So it give you a second click but doesn't require a second initiation.  Wasn't as clear as that when I read the SG rules.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <11-06-16/2258:51>
...OK hate being something of a a pest but I read another thread which debated whether Mystic adepts can simply choose an art and then metamagic without having to dump 20 karma into taking Magician's Way.  The consensus seemed split down the middle.

So I did a test with a backup of my MA character who didn't have the Magician's Way quality, initiated, selected the Centering Art, then the Centering Metamagic and Chummer allowed it.  So this makes me wonder is the quality a prerequisite or not or is this a glitch in the programme?
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <11-06-16/2335:59>
Depends on what you'd call a glitch, I suppose. As far as Chummer is concerned, you have the adeptenabled and magicianenabled flags, so you get both. HIstorically there's never been a need for fine-grain control over the difference between a magician and mystic adept. Magician's Way is the only RAW indication that that shouldn't be the case.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <11-06-16/2346:18>
....so you are saying the mystic Adept really does not need that particular  Way in order to take a non adept art/metamagic. To me it also makes perfect sense.

As my character has a number of area affect spells one of the Arts/metamagics she needs is Spell Shaping.  Also would like to get Cleansing to deal with BGC as this is a Missions character in Chicago

Oh and for the test I did make sure the Houserule box was not checked.
Title: Re: Chummer for 5th Edition
Post by: The Wyrm Ouroboros on <11-07-16/0554:23>
He's saying that Chummer5 doesn't bother to track that.  Going by RAW, however, until you take a Way you are considered as on the 'Undecided Way' (which is no real way at all) and only receive access to those Rituals (Attune (Animal or Item), Empower, Imbue) and Metamagics (Adept Centering, Efficient Ritual, Flexible Signature, Flux, Infusion, Improved Masking, Masking, Qi Sculpt, and Power Point).  in order to gain access to other metamagics - including non-adept and/or exclusive ones - you need to follow a Way; non-adept metamagics require the Magician's Way.

Considering the 50% Power Point break on anything you want except for Improved Reflexes, this can be a massive benefit to your Adept..  With proper planning, you can gain 6 points of Adept abilities for only 3 points.  Not necessarily right out the gate, but cutting 2 down to 1, or 3 down to 1.5, can be a serious advantage ...

Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <11-07-16/1949:20>
...bugger, so spell shaping would be out.  20 Karma when you only have a cap of 25 is pretty steep especially when having to purchase power points with starting Karma as well.  Like I mentioned, take a Mentor Spirit and to parphrase the Soup Nazi, "no more positive qualities for you" (unless you blow a lot of Karma purchasing them after chargen at double the cost.).  Some only can only be purchased during chargen so those are lost.

Kind of kills the character concept as she relies on a number of AOE spells. Since she is not a physical combatant  Adept centring is pretty much useless (she uses spells like Fopreboding, to "soften" the oppos up Trid Phantasm to distract them, or with Mob Mind to mess with them, if she has to launch a more direct attack she uses injection syringes with the Fling spell as she has only a 1 STR),  The powers she has include severl levels of Combat Sense since she is very "aware" of her surroundings, and a few PPs in of Cool Resolve to aid her social skills (the character concept is a total "mess with your mind" one). 
Title: Re: Chummer for 5th Edition
Post by: The Wyrm Ouroboros on <11-07-16/2113:12>
The key point at any conundrum in a game is 'talk to your GM'.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <11-08-16/0120:43>
...the character was built for Missions so I don't think there is any latitude from RAW allowed.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <11-08-16/1333:15>
He's saying that Chummer5 doesn't bother to track that.  Going by RAW, however, until you take a Way you are considered as on the 'Undecided Way' (which is no real way at all) and only receive access to those Rituals (Attune (Animal or Item), Empower, Imbue) and Metamagics (Adept Centering, Efficient Ritual, Flexible Signature, Flux, Infusion, Improved Masking, Masking, Qi Sculpt, and Power Point).  in order to gain access to other metamagics - including non-adept and/or exclusive ones - you need to follow a Way; non-adept metamagics require the Magician's Way.

Considering the 50% Power Point break on anything you want except for Improved Reflexes, this can be a massive benefit to your Adept..  With proper planning, you can gain 6 points of Adept abilities for only 3 points.  Not necessarily right out the gate, but cutting 2 down to 1, or 3 down to 1.5, can be a serious advantage ...
...Is there an exact page reference in either the core book or Street Grimoire where this is specifically stated as RAW?  Usually rules expansions published in supplements tend to be "optional".
Title: Re: Chummer for 5th Edition
Post by: The Wyrm Ouroboros on <11-09-16/0000:35>
If the Street Grimoire is optional, i.e. 'not permitted', then all the neat metamagics in it aren't permitted either.  And for Missions, Street Grimoire in general is allowed, and the sidebared 'optional rules' are disallowed.  This is not a sidebar 'optional' rule; this is in the crunchy/hard rules section.
Quote from: Street Grimoire, p 178, 'The Magician's Way', second paragraph
Unlike their physical counterparts, mystic adepts following this Way have access to all non-adept metamagic abilities for which they meet the prerequisites.
Therefore, by definition, any other adepts including non-Magician's Way mystic adepts, only have access to those metamagics found in the Undecided Way list (quoted above (http://forums.shadowruntabletop.com/index.php?topic=17200.msg472172#msg472172)) and those to be found in whatever Way (if any) they take.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <11-24-16/2145:22>
...a few days ago I've started having something odd occur when I open a character.  I get a message pop up that reads:

"This character was created with the following books that are not enabled:

Unknown Book ()

This may cause issues. Do you want to continue loading the character.?"


Now this happens when I open a character that originally was created in an older version of Chummer (which I have done with this same particular character file several times) and never received this message until this past Tuesday.  Not sure why this suddenly is popping up as all the books selected in the older version are also selected in  the new one.

I no longer can open it in the old Version (.178) as it has been updated in .182 and thus kicks up an "Unhandled exception" error in the older release.

Using ver .182 which has been very stable.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <11-24-16/2151:49>
You can safely ignore that bug, it's just found an item that doesn't have a proper source defined, most likely a proxy item like the energy units or something. I'll get around to fixing it at some point.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <11-24-16/2351:46>
...thanks. The part about "this may cause issues" had me a little concerned that something could be missing from the character file.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <11-26-16/1955:15>
Chummer 5.188 is now available. Changelog is stupid long per usual, so you can check what's changed at https://github.com/chummer5a/chummer5a/releases/tag/5.188.0.

Incidentally, a question's come up regarding dice pools; should we permit them to go below zero from things like wound penalties and defaulting penalties? I haven't found a RAW supporting or negating it either way as yet.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <11-28-16/0325:35>
...wow that's some list.

So will any of the added modifications apply to characters created in older versions?  For example I have a character with a Math SPU however but the bonus is not applied to her Mental limit (I had to manually it in the Limit Modifier field in the Limits Tab).
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <11-28-16/0508:40>
Existing characters can apply missing bonuses by using the Reapply Improvements option in the Special menu, or removing and re-adding the relevant items.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <11-29-16/0237:08>
...I'll try the former, as the latter, especially when it comes to augmentations and gear, would be tricky to do since those cost resources.
Title: Re: Chummer for 5th Edition
Post by: &#24525; on <11-30-16/0244:29>
The changed attributes of infected PCs aren't affected upon taking the quality. (Increased STR max for example)

Title: Re: Chummer for 5th Edition
Post by: Basic on <12-05-16/0356:16>
what is the most up to date version of chummer ?

and where can I find it ?
Title: Re: Chummer for 5th Edition
Post by: Jack_Spade on <12-05-16/0402:17>
Chummer 5 is Alive has the link in his signature :)
Title: Re: Chummer for 5th Edition
Post by: &#24525; on <12-18-16/0046:32>
In karmagen Resonance has an incorrect cost for improvement. Increasing to the next stat is as follows:

2; 10 karma
3; 30 karma
4; 40 karma
5; 50 karma
6; 60 karma
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <12-18-16/0147:06>
Can't replicate it. Could you check your Options\Karma Costs tab to make sure it's accurate?
Title: Re: Chummer for 5th Edition
Post by: &#24525; on <12-18-16/0839:41>
Will do.

//space for edit
I checked my Options tab for the karma cost for improving attributes, which is 5 x new rating. I also checked if metatype played a role in this, which it didn't.

I don't suppose you could help me out with this. Where is the attribute increment data stored within Chummer? (btw i noticed the lplBP for the old school reference as 5th doesn't have build points :P)
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <12-18-16/1735:02>
Oh good, the forums decided to load. How pleasant. Chummer Build 5.189.0 is now available via the updater or GitHub (https://github.com/chummer5a/chummer5a/releases/latest). Changelog is too long to post, but the major takeaways are support for AIs in Priority and content from Cutting Aces.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <12-19-16/0039:18>
Will do.

//space for edit
I checked my Options tab for the karma cost for improving attributes, which is 5 x new rating. I also checked if metatype played a role in this, which it didn't.

I don't suppose you could help me out with this. Where is the attribute increment data stored within Chummer? (btw i noticed the lplBP for the old school reference as 5th doesn't have build points :P)

There's not really any 'data' per se; Attribute costs are derived by multiplying the rating by the KarmaAttribute value, give or take some other math to keep stuff neat.  If you're looking at the source, you want CalculatedBP() at line 972 of clsUnique.cs.
Title: Re: Chummer for 5th Edition
Post by: Longshot23 on <12-19-16/0656:41>
Does the current build require characters be started over? Seems like every time I try to load up an existing save, it crashes out. And the Crash Reporter crashes.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <12-19-16/0756:23>
No particular reason that should be the case; can you upload the file somewhere for me to take a look at?
Title: Re: Chummer for 5th Edition
Post by: Longshot23 on <12-19-16/1019:01>
Apparently not.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <12-19-16/1757:31>
Well, you could email it to me at chummer5isalive@gmail.com, or upload it to a site like https://nya.is or something.
Title: Re: Chummer for 5th Edition
Post by: revan.be on <01-28-17/1601:58>
Paint grenade is missing from the lineup.
In Debt Quality is giving karma thats free to use on top of 5K nuyen per level ,
and allows for the normal karma for nuyen exchange, workaround is to set as free.
Title: Re: Chummer for 5th Edition
Post by: RowanTheFox on <01-28-17/1755:08>
Added Knowledge Skill: Drakes to one of my NPCs, and Chummer crashed when I tried to improve it with karma.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <01-29-17/0156:35>
Paint Grenade, like every other grenade, is in the Gear section for a bunch of legacy reasons that aren't very interesting, but are very tedious to fix.

In Debt is annoying and vague and I hate it. Unfortunately it's vague enough that I want to see an errata comment on it, because as is I'm not sure whether it's supposed to behave in the same way as other negative qualities.

As for the drake knowledge skill, I can't replicate it, so I'd need to see the error or the character file.
Title: Re: Chummer for 5th Edition
Post by: Raven2049 on <01-29-17/0907:55>
As always thanks for your work on this program I absolutely love it. I ran into a small curiosity when I was building a technomancer the other day, after I get him all created and put him into career mode my compiling and registering skills show up as knowledge skills as well as active skills. I'm not 100% sure, but I do not believe that should happen. Any thoughts? I've rebuilt this character four different times and each time it happens.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <01-29-17/1807:57>
That's... interesting. It should only do that if you get your Resonance disabled, as RES/MAG active skills get changed to knowledges when you lose the enabled property. I'll have a look into it.
Title: Re: Chummer for 5th Edition
Post by: Raven2049 on <01-30-17/1959:37>
maybe i wasnt exactly telling the truth, it is still an active skill and is not disappearing but it is being added to the knowledge skills tab.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <01-30-17/2138:01>
Not to worry, I was basically just thinking out loud. Unfortunately I can't replicate the issue; could you upload your character file somewhere?
Title: Re: Chummer for 5th Edition
Post by: maquise on <01-31-17/1339:44>
I have found at least one missing Life Module; Tech School Shop, in Further Education, from Rigger 5.0 on Page 35.

EDIT: Alright, now I can't get it to load properly. Every time I try to start the program, I get a crash saying:

Crash followup id = 6b6b82b9-75c6-4758-8a93-604c5a25bb8a

There is no Unicode byte order mark. Cannot switch to Unicode.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <02-05-17/1827:02>
Not surprising, they're currently rather unmaintained since they're largely intended only for testing. They need to be redone, as we're hitting some limitations with the way it was implemented originally. No ETA on that, but I'll see about adding the missing modules.

Also, you'd be astounded at how much I don't check the forums for edits. That issue is resolved in the latest nightlies, but if you'd prefer to stay on the stable release, you can fix it by opening the .chum5 file in notepad and changing the first line to UTF-8 instead of UTF-16.
Title: Re: Chummer for 5th Edition
Post by: The Butcher on <02-11-17/0322:06>
After loading the newest version, several of my old chumner files causes  the program to crash every time. Is there somre specific issues i should be aware of?
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <02-11-17/1011:10>
Okay, help me to help you. What version? When did the character last load? What is the error message?
Title: Re: Chummer for 5th Edition
Post by: Longshot23 on <02-11-17/1209:07>
Sounds like the problem I had . . . .
Title: Re: Chummer for 5th Edition
Post by: The Butcher on <02-13-17/0322:47>
That sounds great. I am a bit desperat right now.

This happened to me from version 5.187 and on to 5.190.
I cannot tell you when the file were last oppened, because even though Chummer chrashes, the file still registeret, that it was oppened today.  But the files were created 5+ months ago.

I can forward you one of the files, if you like. It happens with severel different ones.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <02-13-17/0736:15>
Sure, send the files to chummer5isalive@gmail.com, I'll see what's going on and fix them up.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <02-15-17/1505:20>
..having a bit of difficulty opening an older (Create Mode) file.  When trying to open in release .189 or even .187,  I get the following error:

"There is no Unicode byte order mark  Cannot switch to Unicode"

Where is this set in the file and Is there some kind of hack I can do on my end to fix this?
Title: Re: Chummer for 5th Edition
Post by: prionic6 on <02-15-17/1516:54>
Make a backup copy of the file. Open the file in a text editor. The first line should be

<?xml version="1.0" encoding="utf-16"?>

change it to

<?xml version="1.0" encoding="utf-8"?>

save the file.

That worked for me.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <02-15-17/1612:25>
...excellent.  Thank you.
Title: Re: Chummer for 5th Edition
Post by: Nightghaunt on <03-01-17/1939:26>
Is anyone else having a problem opening pdf's from within Chummer? The last few nightly releases I have used have not let me, most recent version is Chummer5 (5.191.25). Every time I try to open a pdf Acrobat opens just fine but then it tells me "There was an error opening this document. This file cannot be found."

I've checked the file and can open it directly without a problem. I've checked the file path in the Chummer sourcebook options and its correct. I even have an earlier version, Chummer5 (5.178.0), which I tried using and that one works just fine.

Help?
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <03-01-17/2001:08>
I changed how the options for PDFs work a while back to support... something, I can't remember now. Foxit was being stupid, I think. Anyway, what PDF Parameter settings are you using, and what aplication?
Title: Re: Chummer for 5th Edition
Post by: Nightghaunt on <03-01-17/2012:32>
Ah! I didn't think about the parameter setting. I've never messed with that setting so didn't give it a thought. That did it. It was set on Web Browser. I changed it to Acrobat-style and it worked fine. Thanks!
Title: Re: Chummer for 5th Edition
Post by: TonalArchitect on <03-25-17/1208:47>
I cna't seem to select some of the qualities. Fame and dependants are both in the XML, but don't show up when I run the program, even with the proper book selected
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <03-25-17/2102:44>
At a guess, you have the rule to hide qualities prohibited by missions enabled.
Title: Re: Chummer for 5th Edition
Post by: TonalArchitect on <03-26-17/1644:43>
That was it. Thanks.
Title: Re: Chummer for 5th Edition
Post by: RowanTheFox on <03-28-17/1524:06>
Having an issue adding the Dog mentor spirit quality. I get a "enter value for Mentor Spirit", I entered "Dog", then I got "Enter value for Enhanced Senses". I entered "Vision", then Chummer froze. I had to open my task manager to close it after waiting for an hour to see if it would unfreeze on its own.

I'm using Chummer 5 Nightly Version 5.191.31, and trying to make a PhysAd.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <04-03-17/1034:39>
Oh lovely, the forums decided to load for once. That's a fun change.

The Improvement system doesn't really play nice when adding multiple powers with the same name, currently it adds the first power, detects that you have that power, and tries to make it free again. The freezing you experienced is linked to that, in that there's technically a forced value but it's not coded to expect it, so there's technically another dialog window behind the Chummer window. If you pressed Enter it would've closed the window and restored normal behaviour. Unfortunately nothing much that can be done about it until I implement the powers rebuild, but that's run into some technical issues related to qi foci.

Anyway, Chummer 5.192 is now available. Big things are in the works, but the major notes for this version are that all of the relevant errata from Run Faster has been included, Book of the Lost's (admittedly minimal) content has been added with the exception of the alternate Raven mentor spirit, and a bunch of weird bugs have been fixed.
The one major important change you'll need to take note of is that by default, Chummer now does not show items over your maximum availability limit unless you have the Restricted Gear quality. If you can't find cyberware that's normally above the limit but reduced by Grade, you may need to reselect the category or use the Search textbox, due to the way the filtering works. You can disable this behaviour by disabling the relevant option in the Character and Printing tab of the Options window.

Application Changes:
Fixed an issue loading characters with lifestyle qualities that have been renamed.
Added functionality for Working for the People/Man to automatically exchange Karma for Nuyen.
Fixed the career mode weapons list stretching outside the visible area.
Fixed behaviour of the Enable Special Attribute improvement in the Improvement creation form to work properly.
Fixed an issue tyhat prevented lifestyle qualities like Extra Secure from working. Fixes #1506
Fixed behaviour of the Free checkbox when selecting armour and gear in create mode.
Fixed an issue with calculation of attributes when using the optional rule to treat Metatype Attribute Values as 1.
Added a house rule to spend Karma on Attributes before Priority Points.
Fixed the rounding behaviour of the MaxArmor property to prevent crashing for drones with 0 BOD/Armor.
Fixed an issue with the Stun Condition Monitor that caused it not to update properly.
Fixed behaviour of custom improvements to refresh Skill Pools on toggle.
Fixed an issue with the house-rule for cyberleg movement causing the movement rate to show as 0 if the character has no cyberlegs.
Fixed an interaction between the Enhanced Accuracy power and multiple instances of the Exotic weapon skills.
Fixed an incorrect doubling of costs for modifications attached to Vintage weapons.
Redesigned the Select Armor and Select Weapon forms to make the item browser more visible.
Fixed behaviour of the ArmorRating attribute to properly account for High-Fashion Armor Clothing.
Applied a filter to the JSON Export to properly save files as JSON.
Added a warning message when loading an XML file if duplicate IDs exist.
Fixed a stack overflow when selecting vehicle mods.
When creating a new knowledge skill, the Type combobox will attempt to populate automatically.
Data Changes:
Fixed incorrect reach for the Frying Pan and Chair improvised weapons. Fixes #1483.
Fixed incorrect bonuses for the Dracoform qualities that prevented them from being added.
Fixed incorrect costing for the Workshop vehicle modfication.
Restored missing Physical Active group to the Improved Ability power.
Fixed incorrect requirement filtering for the Nosferatu quality.
Fixed an incorrect Category for the Dracoform Mastery power that prevented it from being shown.
Fixed missing specialisations for several throwing weapons.
Removed duplicate GUIDs for a lot of items. This should not have any noticeable effect if you already have the item, but if you notice odd behaviour please remove and re-add the object:
Lifestyle Qualities
Cramped Workshop/Facility
Bioware
Severe Biosculpting Modification
Books
Data Trails (Dissonant Echoes)
Shadowrun 2050 (5th Edition)<
Critter Powers
Vestigial Wings
Underwater Adapation
Magical Flight
Cyberware
Remote Cyberhand
Gear
TNT
Detonator, Blasting Cap
Smartsoft
AR Nails
Ultrasound (Sensor Function)
Nova Scorpion Venom
Cyberdeck Form Factor, Non-Standard
Grenade: Shock (2050)
Powers
Commanding Voice
Qualities
Infected: Dzoo-Noo-Qua
Pilot Origins (Rating 1)
Easily Exploitable
Real World Naiveté
One of Them
Impassive
Faceless
Chaser
Dealer Connection
Grease Monkey
Speed Demon
Stunt Driver
Accident Prone
Motion Sickness
Too Much Data
Skills
Alchemy
Drones
Fashion Design
Mathematics
Tir Military Vehicles
Foster System
Lone Star Procedures
Vehicles
Ares Garuda
Clockwork Greyhound
Chrysler-Nissan Jackrabbit (2050)
Handling Downgrade (Drone)
Speed Downngrade (Drone)
Acceleration Downgrade (Drone)
Body Downgrade (Drone)
Sensor Downgrade (Drone)
Weapons
Stun Dongle
Bite (Naga)
Junkyard Jaw
Claws (Bio-Weapon)
Retractable Claws (Bio-Weapon)
Electrical Discharge
Fangs (Bio-Weapon)
Horns (Bio-Weapon)
Large Stinger
Medium Stinger
Horns (Bio-Weapon)
Large Tusk(s)
Raptor Foot
Grapple Fist
Uzi III (2050)
Corrected insect spirit naming conventions to resolve a crash when selecting the Insect Shaman tradition
Fixed the weapon mount categories for the Heavy Weapon Mount
Added content from Book of the Lost (2 Mentor Spirits, 1 Commlink)
Renamed the Cyclopean metavariant to Cyclops. Existing character should rename themselves properly.
Removed ReplaceAttribute bonuses for the various dracoforms that caused an override of Magic attributes.
Updated the State University/Medicine life module to remove the Biotechnology skill and increase the Biotech skill group, per errata.
Updated the Street Magic/Street Mage life module to move 1 point in Conjuring into Sorcery.
Renamed the Cyclopean Metavariant to the Cyclops.
Updated the Movement speed for the Naga metatype.
Increased the Lifestyle Cost for the Centaur metatype.
Altered the selecttext for the Bandersnatch quality's dietary requirement to Metathuman Flesh.
Increase the karma cost of the Gnawer quality to 35 and added the Animal Control (Vermin) power.
Fixed an incorrect bonus type for the monotip arrowhead that prevented it from being added.

New Strings:
String_CannotFindLifestyleQuality
Checkbox_Spirit_Fettered
String_ExpenseFetteredSpirit
Checkbox_Options_ReverseAttributePriorityOrder
Title_ListView
Title_Browse
Checkbox_Option_HideItemsOverAvailLimit
Title: Re: Chummer for 5th Edition
Post by: Beta on <04-03-17/1724:49>
Today I tried both the new stable and new nightly, and on each of them when I tried to update options it would crash.  That is, it would tell me that option changes are only saved on re-load, I'd accept that, it would bring up the usual box to allow Chummer to make changes to the system, then once I accepted that would give me an error box.  I did do the submit report thing on the first crash, didn't bother on the subsequent ones.  The program would launch again from scratch, but the options would be unchanged, so I'd go around the circle again (I was trying to see what the alternate Raven mentor spirit was like, so updating options to support Arcana was the point of the exercise)

Sadly I hadn't bothered to back up my old version of Chummer!

(if it matters, this was on a windows 7 machine)
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <04-03-17/1732:57>
Alternate Raven isn't included currently, because I don't know what the mechanics behind an alternate (if any) are supposed to be.

Most likely culprit for your options not saving properly is that one of the dropdowns didn't load a default value properly. Usually it's the default sheet that's been left as null. Beyond that, I'd need to see the actual error.
Title: Re: Chummer for 5th Edition
Post by: holtrick on <04-14-17/1023:19>
Quote
Quote from: TimTurry on (17:57:26/08-28-14)
I know 90+% of the effort has gone into Chargen.  This post has to do with mages AFTER chargen (spending karma) and Initiating.
This is what I tried to do, (and did not work for me):

1. Initiate tab-- <checked> "schooling", and hit "Add initiate Grade"  I was impressed that it (correctly) took 12 karma, and 10000 Ny from my totals.  Very cool.  Schooling however takes 5 weeks, and the calendar did not auto-advance (I know this is nitpicky)

2. same tab-- right-clicked "grade 1" to add a metamagic.  It would not let me add "Quickening"  unless I unchecked the box that only let me take legal metamagics. The error box said I need criteria: "Quickening"!

3. Calendar tab-- I manually advanced time 5 weeks.  My Lifestyle cost did not cost me any cash.

4.  Improvements tab-- select Quickening.  Forces me to give it a name and it does nothing.  Doing this did put a "quickening" button in the Spells tab! (good)

5. Spells tab-- click on my spell (Increase Reflexes) and hit the new "quickening" button.  It asks how many karma I want to spend (very nice), I hit 1, which it subtracts from my total, but nothing happens (my initiative score is unchanged, but I do lose a karma point).  Shouldn't it ask for the Force of the spell and how many successes it had, so it could modify the Initiative properly?

I know this is all advanced stuff, so I am just putting it on the list, for whenever...

Thanks for Chummer5.

1. I'm hesitant to auto-advance the calendar in any circumstance because it's possible that something happens during those 5 weeks other than just Initiation.  I might do something with the calendar at some future date to automatically insert values into it but that's a maybe at best.

2. Yes, under 5th Edition as listed in Street Grimoire you have to learn an Art first to gain access to a Metamagic.  So for the Quickening metamagic, you have to learn the Quickening art (I really wish they had named the metamagics and arts differently for those that share names between the art and metamagic).  If you're not using Street Grimoire or want to ignore the Art requirements, you can go to the Tools/Options menu, click on the House Rules tab, and select "Ignore Art Requirements from Street Grimoire".

3. The calendar will not automatically charge you for regular expenses like lifestyles or magical group memberships (or for that matter regular expenses for any addictions).  I might consider this for a feature enhancement farther down the road.

4. This one really gets resolved by #2.

5. Right now Chummer doesn't really understand the effects of the spells it lists.  So while it can handle the karma expenditure of the spell when quickening, it doesn't know what the spell does.  You can go to the Improvements tab and manually add the effects of the spell as an improvement and for now that's the best course for handling quickened spells.  However, there is also work underway to update Chummer so it understands temporary and conditional effects which would include spells among many other things (like drugs, toxins, wireless bonuses, some adept powers, and more).  This is part of the dashboard project that will collect information into one neat UI for handling your character during play.  But the side benefit is that we'll have spell information in place for use with Quickening.


I understand I should use the Improvements tab to handle the effects of quickened spells.  How do I adjust the Augmented Value of an attribute and not just the value.  In theory, if I quicken an improved attribute spell, it is raising the augmented value, no?  I don't see an improvement to adjust the augmented value.
Title: Re: Chummer for 5th Edition
Post by: firebug on <04-14-17/1150:20>
When building an AI, taking the Fragmentation quality lowers your Depth.  Your depth is not connected to your Essence, and the quality does not say it would be lowered.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <05-23-17/1801:35>
...so not sure if I asked this before.  Does Chummer 5 no longer support 32 bit OS's as I get a "not a valid Win32 application" error when I try to start any of the newer versions up on an old XP notebook I have?  Or, is it just XP?

Most likely I will need to find a inexpensive (eg. refurbished or just used) notebook/netbook so I can use it at sessions instead of having to print off paper records as I no longer have access to a printer.  Unfortunately most older portable systems are only 32 bit, even W7 and Linux ones.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <05-24-17/0247:42>
Oh that's lovely, the forums decided to load for once.

firebug, that issue should be fixed in current builds. From memory it was fixed in 5.192, it's definitely fixed in the current nightlies.

kyoto kid, Chummer currently requires .Net 4.5.1, which requires Vista SP2 at a minimum. You'd probably have a better time installing a Linux distro and running Mono or using teamviewer to remote onto another computer that has a more recent version of Windows.

Incidentally, and I do hope people aren't exclusively watching this thread for updates, but Chummer 5.193.0 is now available from https://github.com/chummer5a/chummer5a/releases/tag/5.193.0 (https://github.com/chummer5a/chummer5a/releases/tag/5.193.0). Changelogs are rather annoying to post on here, but it's mostly bug fixes. The current sprint for our nightly builds is focusing on changes to the adept powers system and how matching requirements is done, possibly building back in the base-level functionality required for shapeshifters and custom drugs, though I'll have to see how we progress with that.

Overall we're attempting to pivot towards a more MVVM design philosophy in which we remove a lot of the form-based logic in favour of accessible methods. In practice this doesn't mean much for you guys, but if you're using the nightly builds you may notice slightly more instability and quirky behaviour than normal.
Title: Re: Chummer for 5th Edition
Post by: Raven2049 on <06-14-17/0627:04>
i know it says that it was fixed in a nightly recently, but Hard Nanohives still cannot be added to cyberlimbs. they are not listed as an option in the add modification or add gear options. any thoughts?
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <06-14-17/0824:25>
Nanohive is a cyberware object. Nanocybernetics category, 'Nanohive, Hard'.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <06-16-17/0108:19>
...been awhile,  Thanks for the info on why Chummer no longer works k in XP . It runs fine on my W7 workstation but can't lug that to sessions with me.  Did fond a workaround in that I just save the print file as a readable HTML file and transfer  it to the notebook I take with me,  Actually kind of nice that way as it's easier to look thing up than sifting through several hardcopy pages (especially for my character Leela who has a full page of just gear alone). 

That settled...

I am running into difficulty increasing my Adept's Magic attribute past her normal racial Maximum.  As she burned out one point for some minor bioware and a genmod at chargen, her racial maximum was lowered to 5.  Having saved the Karma up from several missions to do so, I finally looked to increase it to 6 however when I hover the cursor the "+" button a popup appears that reads "Improve to 5 for 35 Karma" even though the attribute value already is 5.    According to the magic section in the Core Book ([i"]Magic Basics"[/i] P. 278), it mentions that one can exceed the "natural" limit by having initiated with each grade adding +1 to this limit.  AS the character is a grade 5 initiate, her maximum limit should be 10 however in the  Common tab, it is still listed as 5. 

The other thing is, shouldn't that be 30 not 35 Karma to increase to 6?

I am currently using  ver. 189.  Is this a known issue, and if so has it been fixed in a later release?
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <06-16-17/0142:33>
I'd have to see the file to know what the specific problem is, but the old attributes system was a fair chunk of a mess. It's been gutted and replaced in the current 5.190.x nightly builds, but if you're not keen on being a guinea pig I'd avoid those until I bump the build version, there's a lot of changes underway that aren't super stable.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <06-16-17/0248:22>
...so it isn't fixed yet in in the general .193. release. 

Not sure how to handle this as the character has the Karma to increase her Magic Attribute and I'd like to do that before the next mission.  That would give her another PP with which I'm looking to get Astral Perception which makes her more useful for surveillance.

After the next mission she would also have enough Karma to initiate which would allow her to cancel out up to a -6 modifier when Using Adept Centering.   Yeah dangerous as she's a sharpshooter who could take a blind shot with no DP penalty..
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <06-16-17/0256:57>
Upload the file somewhere or email it to me at chummer5isalive@gmail.com, I'll take a look.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <06-16-17/1706:16>
...sent.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <06-16-17/1943:25>
Right, the tooltip is just wrong; that's been a consistent issue, but it's fixed with the attribute refresh. As for the karma cost itself the character has some 'base build' improvement that's applying a bonus to your MAG, but  you likely don't have the rule to increase karma costs for special attributes based on the shown value, so the karma cost is coming from the original value of 5.
Title: Re: Chummer for 5th Edition
Post by: Atlessa on <06-17-17/1151:05>
Just tried creating my own spell, the moment I hit 'OK' Chummer crashed. Tried again, same crash. Talked to my GM, he had the same problem with creating custom gear.

What files can I send you for troubleshooting?


Edit: Pulled the newest version and tried again, so apparently that's been fixed.  Don't mind me.

Edit2: I did come across another bug related to the above: Apparently the custom spell is still (from chummer 4, I assume) associated with the book "SM" which doesn't exist in chummer 5. This causes chummer to throw a "book not loaded" dialog when loading the character. Not a huge issue in itself, the character loads fine when asking chummer to do so, and I can easily modify the XML for now on my end, but I still think this should be corrected for everyone.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <06-17-17/1834:39>
Right, the tooltip is just wrong; that's been a consistent issue, but it's fixed with the attribute refresh. As for the karma cost itself the character has some 'base build' improvement that's applying a bonus to your MAG, but  you likely don't have the rule to increase karma costs for special attributes based on the shown value, so the karma cost is coming from the original value of 5.
...yeah, the character was originally built in ver .176 and that was the only way I could increase her Magic with Karma as it kept telling me I needed 35K to raise it to 5.  So I added 1 to the attribute in the Improvements tab then just manually spent the Karma editing the reason as Raise MAG 4 -> 5.

I am currently going though and rebuilding the character from scratch (tedious process as she currently has over 250 Karma) using a copy of the original; Karma/Nuyen records as a "template" and stopped at the point where she increases her Magic Attribute to 5 as it is still trying to deduct 35 Karma.

The programme appears to treat Magic Loss as a "negative augmentation" rather than just a permanent straightforward reduction in rating value which I think is he root of the Karma cost issue. It should cost only 25 Karma to increase it back to 5. 

Now that I do now a little about working in and editing HTML files I will try to make the Karma adjustment directly in the character Chum5 file itself. after purchasing the new rating point (rather than using the Improvements tab) to see if that might work (of course saving a backup first so I don't have to rebuild Karma and Nuyen database and over again).  Not sure how to increase teh attribute to 6 though when I get to that point because Chummer is not adjusting the MAG Attribute Maximum by the character's Initiate Grade.

Not knowing present day programming/scripting (I'm from the days of "dead programming languages"), so not sure what to offer in the way of possible suggestions.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <06-22-17/0353:37>
...well apparently the latest version seems to work the way it should. . 

Most likely the issue was as mentioned above, that the character I was updating in .189 was built with an older version that still had some bugs in the attribute improvement routine which apparently became part of the character file as well.  This is the breaks of having such a long running character I guess. 

I decided to reconstruct the character from scratch in the latest version using the "broken" one as a guide for how the character was updated as I played her.   When I got to the point where I increased her MAG from 4 to 5, I still got the pop up that showed 35 Karma as the cost when I hovered the cursor over the button, but after clicking on it, the second message balloon that appeared confirmed 25 Karma. I clicked "OK" and then checked the Karma/Nuyen tab and indeed, only 25 Karma was applied.  In ver. .176 it didn't  work properly so that is why I used the Improvements tab and manually deducted the Karma as a workaround..

The next test was the first initiation grade. After adding the grade I flipped to the Common tab where indeed the Attribute maximum reflected the increase to 6   After finishing with the rebuild (took a couple evenings) I then when ahead and increased her MAG to 6. Again at first it indicated the Karma cost was 10 more than the actual (40) but after clicking the button and confirming the increase, the correct amount of 30 Karma was deducted.

So It looks as if everything is pretty much working fine, save for the text balloon that appears when hovering the cursor over the improvement button (this does not occur for other attributes, only Magic for some reason). 
Title: Re: Chummer for 5th Edition
Post by: Sir_Prometheus on <07-13-17/1830:15>
Hey guys, maybe this was mentioned (dunno, search appears to be broken) but in the current stable version of Chummer the Red magic Tradition is listed as Willpower+ Logic when it is Willpower + Intuition for Drain. 
Title: Re: Chummer for 5th Edition
Post by: ikarinokami on <07-13-17/1851:49>
is the shock mage quality eventually going to added? I see all the other FA qualities but that one.
Title: Re: Chummer for 5th Edition
Post by: Valis on <07-16-17/1604:34>
Magical Education from RF 71 seems to be missing.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <07-21-17/0833:28>
Magical Education requires the appropriate quality to take it.
Shock Mage I think I left out because I have no idea what 'an electricity-based skill' is supposed to be. I'll throw it in for the next build with just the spellcasting requirement.
Red Magic should be fixed in current nightly builds.
Title: Re: Chummer for 5th Edition
Post by: Atlessa on <07-21-17/1834:25>
Shock Mage I think I left out because I have no idea what 'an electricity-based skill' is supposed to be. I'll throw it in for the next build with just the spellcasting requirement.

Lightning Strike spell
Ball Lightning Spell
Elemental Strike (lightning) Adept Power

Basically anything that lets the caster/adept inflight lightning damage. At least that's how I understand it.
Title: Re: Chummer for 5th Edition
Post by: ikarinokami on <07-21-17/2357:56>
I thought it meant something like hardware
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <07-22-17/0219:50>
Behold, the confusion. Is it skills, or is it spells?
Title: Re: Chummer for 5th Edition
Post by: SmilinIrish on <07-22-17/0258:21>
Is there a way to make dedicated spellslinger work to allow all the extra spells without deducting karma?
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <07-22-17/0549:18>
Should be working properly in the latest nightly builds; you should see a 'Free!' indicator on the spell selector window when it's got available points left to spend. Next nightly build will have improved behaviour for it in create mode, I thought of a better way to manage it for that.
Title: Re: Chummer for 5th Edition
Post by: Raven2049 on <07-22-17/1033:24>
as always thanks for the hard work your team is putting into this. Out of curiosity when will we see a new Release? there has been a lot of new features since the last update, and i was wondering when you guys say "ok we can release this"
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <07-22-17/1056:53>
Soon™. I don't like pushing major releases that have major outstanding issues and I got a bit overexcited with pushing the new attributes system, so there were a lot of things that needed fixing. It's still not quite where I want it to be, but it's progressing.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <08-16-17/0935:03>
Chummer 5.194 is now available (https://github.com/chummer5a/chummer5a/releases/tag/5.194.0).

Sorry for the long radio silence between stable releases for this one folks, I got a bit overeager the last time and released a couple of subsystems that really weren't ready for prime time. As ever I'd like to thank everyone who's taken time to provide support and assistance with the codebase, and everyone who's used our nightly builds to provide feedback and bug reports.

- Implemented the Prototype Transhuman quality in a manner that's closer to RAW. Existing characters in career mode will need to be ported manually. Please contact me via chummer5isalive@gmail.com for assistance with this.
- Fixed behaviour of the Group condition to properly report when one or more groups qualifies for a forbidden/required restriction.
- Fixed behaviour of the condition monitors to properly be checked and unchecked.
- Fixed behaviour of basic lifestyles to properly manage base-only multipliers.
- Converted UpdateCharacterInfo to be triggered by Application.Idle. This should reduce some latency caused by loading components of the interface, at the cost of a slightly deferred update of character details. In practice this should not be noticable under standard operating conditions.
- Fixed unused translation strings in the Armour, Weapon and Priority selection windows.
- Fixed an issue when selecting the Aware priority type that prevented it from properly receiving the correct skill bonus.
- HMHVV Strain II and III characters can now properly improve their Magic rating and should suffer the appropriate Magic penalty if taken in career mode.
- Implemented an ImprovementType to support replacing your base movement speed entirely, used for the Satyr Legs quality.
- Converted the save formats for decimal and integer values to not use the local culture. This should prevent issues with decimals not saving in a safe manner for non-English users.
- Updated the Build Summary tab to properly show the spell limits in create mode. Fixes #1662
- Implemented the Free Spell bonus type for Dedicated Spellslinger.
- Fixed behaviour of the Draconic Tradition when printing it to not cause a crash.
- Fixed behaviour of the Select Mentor Spirit window to not rely on names. Fixes an issue with the duplicate Oak mentors.
- Cleaned up some minor issues with the Select Vehicle Mod window.
- Added a SourceID to Vehicles.
- Fixed display of attribute Value to not include metatype minimum multiple times
- Implemented the Mentor's Mask from Forbidden Arcana, accessed through the Select Mentor Spirit window. Existing characters should remove and re-add the quality to choose this property.
- Added missing dice and multipliers for basic lifestyles. Existing characters should open any current lifestyles in order to refresh the values.
- Implemented the AddSpell improvement type for the Alchemical Armorer quality.
- Fixed an issue with cyberware decreasing to Rating 0 in create mode.
- Fixed a legacy issue in which an attribute's Base value also included the Metatype Minimum value.
- Changed the way Cyber-/Bioware Requirements are implemented.
- Implemented a selectcyberware improvement for use by the Soft Nanohive cyberware.
- Fixed behaviour of contact control to properly manage Family and Blackmail settings between Save/Load.
- Fixed support for AIs adding cyberware to vehicles.
- Added the ability to add the Underbarrel weapons from Hard Targets to other weapons via the Add Underbarrel Weapon menu option.
- Fixed an issue with vehicle fire modes not being enabled when using languages other than English.
- Fixed a crash when attempting to add mods to a vehicle in carer mode.
- Hid the option to create spells, as it's not supported in 5e.
- Fixed ordering behaviour that prevented qualities that don't contribute to your limit from being taken if the quality's karma would go over the quality limit.
- Fixed an issue in which French language clients would crash while loading their magic tradition.
- Improved create method for qualities to properly use the ContributeToLimit field.
- Fixed an issue with loading characters that would cause all equipment to become unequipped.
- Removed Omae character sheets if Omae is not enabled in the Options menu.
- Fixed a version check issue that caused non-release builds to think characters were created in 0.0.
- Fixed behaviour of the house rule to have Essence Loss only reduce your Maximum attribute value.
- Removed the character property OverrideSpecialAttributeEssenceLoss as it's redundant in 5E.
- Fixed behaviour of update method to not mangle filenames with non-English accent characters.
- Fixed cost discount for Dedicated Spellslinger when using the Aspected Magician quality.
- Fixed cost calculation of Dedicated Spellslinger to apply to all spells.
- Dedicates Spellslinger now properly provides free spells based on your Spellcasting skill.
- Fixed implementations of FreeSpellsATT and FreeSpellsSkill improvements to not require updating the improvements manually.
- Adept powers created before the powers refresh will now properly add the relevant bonus node for the adept way discount.
- Adept powers now store the source id for use in searching and such.
- Fixed rounding behaviour when using cyberlimbs to use Ceiling instead of Floor.
- Implemented support for knowledge skills in the selectskill improvement. Supports the Death Mentor Spirit.
- Crash reporter now creates a text file on the desktop, making recovery of submitted Crash-IDs easy.
- Exposed original English names and categories to the Print Methods for Qualities, Spirits, Spells, Metamagics, Arts, Enhancements, Complex Forms, Martial Arts, Limit Modifiers and Critter Powers.
- Added missing adept way discount for the Traceless Walk and Improves Reflexes powers.
- Fixed an incorrect skill linked to the Racing Bike PACK that caused a crash.
- Character sheets are now loaded by a manifest file (sheets.xml) stored in the data directory. This file follows the same restrictions and usage as other data files, so use custom_sheets.xml for custom content.
    - This allows for ensuring the use of characters that can't be reliably read by Chummer's updater process, and provides some room in the future for credits, instructions for use, etc.
- Fixed a crash when selecting spells with a positive Drain value and pre-existing modifiers from improvements.
- Fixed a crash when selecting the Implant Medic cyberware.
- Fixed removing Metatype qualities to work properly in create mode.
- Fixed display of Extra value for Critter Powers that don't have a bonus or Rating.

Data Changes:

- Fixed qualities.xml node layout to properly reflect XSD structure. Fixed issues with qualities that would not show up due to a lack of category.
- Refactored XSDs to use a common conditions.xsd file in order to prevent incorrect data entry.
- Fixed a typo in the Giger Spit spell.
- Fixed incorrect requirements for spells that require Initiate Arts.
- Fixed missing quality requirements/restrictions for the Apprentice quality.
- The Athlete's Way can now properly allow discounting the Skate power.
- Added missing bonuses for the Raven (Alt) Mentor Spirit.
- Fixed the drain attributes for the Red Magic tradition.
- Fixed the movement modification of the Satyr quality.
- Fixed a typo in the Spells template for character sheets that made Rituals show up as an Unknown category.
- Fixed issues with the Holy Text and Death mentor spirits that prevented them from being added.
- Added Content from 'State of the Art ADL' and its german translation (excluding critters and life modules).
- Removed a redundant selecttext improvement for the Hard Nanohive cyberware.
- Cyberwares with Capacity can now install the Hard Nanohive in the Nanocybernetics category.
- Fixed the Attribute Boost power to be selectable up to four times.
- Fixed one of the requirements for the Imbue Item spell that caused a crash.
- Added Translations for the Improved Reflexes Power after the Power Update.
- Added Underbarrel Weapons from Hard Targets as weapons. Set the Underbarrel Weapon accessories to Hidden.
- Hard Nanohives can now add Hard Nanoware as a gear item to themselves.
- Removed the Latent Source property from qualities, as it's redundant in 5E.
- Qualities now add notoriety, per SR5 368.
- Implemented the Death Mentor Spirit.
- Updated incorrect modifications for the Dodge General Trailer
- Added missing special equipment mod entries to vehicles from R5.
- Fixed behaviour of the Satyr Legs quality and Flight critter power to properly provide movement speed increases.
- Removed Uneducated from the Naga metasapient. Sorry sneks, not sure how that crept in there.
- Adepts with the Adept Spell power can now take the Focused Concentration quality.
- Implemented content from The Complete Trog. NB: Black Forest Native doesn't provide the skill bonus, Community Connection doesn't provide the housing cost discount, and Nasty Trog/Trog Leader don't have conditionals for their skill bonus so always apply.
- Added missing bonuses for the special tires from Rigger 5.0.
- Fixed cost formula for Handling Enhancement.

New Strings:

- String_Metatype
- String_Metavariant
- String_MartialArt
- String_SpellCategory
- String_Tradition
- String_DamageResistance
- String_Quality
- Label_SummaryRituals
- Label_SummaryPreparations
Title: Re: Chummer for 5th Edition
Post by: GhostGirl on <09-14-17/0212:00>
We're starting a new SR5 game and the DM is allowing us to build characters with 60 Karma to start. Is there a way to change the base Karma for character generation, either through a setting or changing a config?
Title: Re: Chummer for 5th Edition
Post by: SmilinIrish on <09-14-17/0244:14>
To clarify, the DM is having you build with priority, and you get 60 starting karma instead of 25?

If that is the only change, just build normally, change the file to career mode and spend the remaining points as you would using the rules to improve character.  Main difference in pre and post gen karma is the cost of qualities( maybe contacts). Extra skills, spells, attributes, etc are the same.  I guess it might be different with mystic adepts. 30 points of PP and 25'in positive qualities.  You can outsmart the system in some ways. There is a "free" checkbox when choosing qualities that lets you select it without it deducting karma. 
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <09-14-17/0344:00>
Depends on the scope of what you want to do. If you want a complete replacement for the 25 Karma limit (This is also used for qualities) then you'd do a custom gameplayoptions file (saved as custom_extrakarma_gameplayoptions.xml in the data folder), like so:

<chummer>
  <gameplayoptions>
    <gameplayoption>
      <id>a0f05989-bd76-4fc4-ba17-2abcfdf0e0aa</id>
      <name>Custom</name>
      <karma>60</karma>
      <maxavailability>12</maxavailability>
      <maxnuyen>10</maxnuyen>
      <contactmultiplier>3</contactmultiplier>
    </gameplayoption>
</chummer>
Title: Re: Chummer for 5th Edition
Post by: GhostGirl on <09-14-17/2057:01>
To clarify, the DM is having you build with priority, and you get 60 starting karma instead of 25?
 

Exactly.

Depends on the scope of what you want to do. If you want a complete replacement for the 25 Karma limit (This is also used for qualities) then you'd do a custom gameplayoptions file (saved as custom_extrakarma_gameplayoptions.xml in the data folder), like so:

We need players to generate characters using priorities, but with 60 Karma available instead of 25 and no limits on positive or negative qualities. I tried creating an xml file, loading it, and when I started Chummer it crashed. The Crash Reporter message says:

Crash followup id = e7eec613-0178-4b2a-bf53-df70c1e79762

The 'gameplayoptions' start tag on line 2 position 4 does not match the end tag of 'chummer'. Line 11. position 3.

Sent the error report ; hopefully it's something minor that I did.

Title: Re: Chummer for 5th Edition
Post by: The Wyrm Ouroboros on <09-14-17/2102:32>
Removing the ID number might do it.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <09-14-17/2106:46>
Oh, whoops. I didn't actually test that properly, left out the close tag.

<chummer>
  <gameplayoptions>
    <gameplayoption>
      <id>a0f05989-bd76-4fc4-ba17-2abcfdf0e0aa</id>
      <name>Custom</name>
      <karma>60</karma>
      <maxavailability>12</maxavailability>
      <maxnuyen>10</maxnuyen>
      <contactmultiplier>3</contactmultiplier>
    </gameplayoption>
  </gameplayoptions>
</chummer>

You won't be able to fully ignore quality limits though, Chummer still links the two values.
Title: Re: Chummer for 5th Edition
Post by: GhostGirl on <09-14-17/2130:14>
Good news, it didn't crash! However when I start a new character my Karma is still showing as 25.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <09-14-17/2144:45>
You probably weren't selecting the Custom gameplayoption, but that's actually got a bunch of issues with it, doing it that way. Change the XML file to override_extrakarma_gameplayoptions.xml and set the inner text to this:

<chummer>
  <gameplayoptions>
    <gameplayoption>
      <id>054559be-d80a-42b9-a0a9-d6957d2b3c55</id>
      <name>Standard</name>
      <karma>60</karma>
      <maxavailability>12</maxavailability>
      <maxnuyen>10</maxnuyen>
      <contactmultiplier>3</contactmultiplier>
      <default>yes</default>
    </gameplayoption>
  </gameplayoptions>
</chummer>

This will override the settings for Standard to provide 60 Karma without changing anything else.
Title: Re: Chummer for 5th Edition
Post by: The Wyrm Ouroboros on <09-14-17/2333:13>
... speaking of which ... is there a pattern or anything to the ID number?  I know it's hex, but is there a logic / sequence to it, so that if we make stuff of our own, we can get it to fit in somehow, and/or not accidentally put something in that's likely to be used somewhere else??
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <09-14-17/2346:58>
They're just UUIDs (https://en.wikipedia.org/wiki/Universally_unique_identifier), I generally pull them from https://www.guidgenerator.com or a tool I've got in sublime text, depending on where I am.

There's code in place to enforce uniqueness in Chummer, so if you somehow manage to get two identical IDs you'll get a warning.
Title: Re: Chummer for 5th Edition
Post by: SpellBinder on <09-14-17/2354:54>
Via google I also found a small executable that creates a random GUID and automatically copies it to the clipboard; just click a button and it does it again.  Wish I could remember where I got it, but I've used it for a few custom spells and numerous additional mentor spirits I've tried converting from SR3 & SR4 into SR5.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <09-15-17/0015:37>
Probably this little guy: http://chummergen.com/chummer/wiki/GUID-Generator.ashx?HL=guid
Title: Re: Chummer for 5th Edition
Post by: The Wyrm Ouroboros on <09-15-17/0118:43>
Ah.  That's ... kind of unfortunate, but thanks for the answer.
Title: Re: Chummer for 5th Edition
Post by: GhostGirl on <09-15-17/0139:53>
You probably weren't selecting the Custom gameplayoption, but that's actually got a bunch of issues with it, doing it that way. Change the XML file to override_extrakarma_gameplayoptions.xml and set the inner text to this:

<chummer>
  <gameplayoptions>
    <gameplayoption>
      <id>054559be-d80a-42b9-a0a9-d6957d2b3c55</id>
      <name>Standard</name>
      <karma>60</karma>
      <maxavailability>12</maxavailability>
      <maxnuyen>10</maxnuyen>
      <contactmultiplier>3</contactmultiplier>
      <default>yes</default>
    </gameplayoption>
  </gameplayoptions>
</chummer>

This will override the settings for Standard to provide 60 Karma without changing anything else.

This works just fine :) Thank you, nice person!!
Title: Re: Chummer for 5th Edition
Post by: Grizzly on <09-16-17/1829:18>
Downloaded and working with Chummer 5a - 5.194.0

First off many thanks for all the hard work you have done on this great program!

Bug 1: Adding ranks to the Skill Group: Athletics - whether by Skill Group Points or Karma - also adds ranks to the Flight skill.

Bug 2: Can't seem to open or add Spells.

Cheers
Title: Re: Chummer for 5th Edition
Post by: Grizzly on <09-16-17/1831:41>
Okay - restarting program brought the spells list up.

Still having the Athletic's skill group problem though.
Title: Re: Chummer for 5th Edition
Post by: The Wyrm Ouroboros on <09-16-17/1847:56>
By-your-own-power personal flight is considered a part of the Athletics skill group, presumably because it's a method of movement - you know, like Running and Swimming.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <09-17-17/1042:17>
I believe it's a holdover from 4th, so it possibly shouldn't be included. It should still be a sealed skill unless you have a non-zero Flight speed though.
Title: Re: Chummer for 5th Edition
Post by: SmilinIrish on <09-18-17/0627:18>
I thought the flight power being added to athletics was a result of the FA book.  Seems like they addressed it there when dealing with the qualities that affected the critter form spell
Title: Re: Chummer for 5th Edition
Post by: SpellBinder on <09-18-17/0719:37>
And characters that awaken as dragonborn drakes from Howling Shadows.
Title: Re: Chummer for 5th Edition
Post by: GhostGirl on <09-22-17/2312:00>
Under "House Rules" in Options I selected "Education qualities get karma discount for knowledge skills in create mode." I am using the College Education quality from Run Faster, which says that Academic Knowledge skills can be bought at half price. But it doesn't seem to be doing this in Chummer.
Title: Re: Chummer for 5th Edition
Post by: Imladir on <10-02-17/2113:14>
Not a bug but a performance issue: I have a sheet with plenty of karma and expenses, and whenever I add karma/nuyens or spend those, the application freezes for some time.
It doesn't prevent me from doing anything, but it's not really smooth...
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <10-02-17/2149:17>
Known issue, a result of some changes we made to the character updating method. Should be fixed shortly.

I'll have to look into the Education houserule, at first blush it looks like it's working properly.
Title: Re: Chummer for 5th Edition
Post by: Imladir on <10-03-17/1011:09>
Ok, cool.
Title: Re: Chummer for 5th Edition
Post by: Grizzly on <10-07-17/2044:45>
Chummer Version 5.194.0.0

Mentor: Shark - grants +2 dice to combat _spells_

Unarmed _skill_ is also receiving a +2 dice bonus, stated to be from this quality.

Not sure if this is a known issue or not.  For what it's worth the character in question is an Ork Magician.
Title: Re: Chummer for 5th Edition
Post by: Grizzly on <10-07-17/2055:10>
Okay, I see that the advantage has that bonus as SR5...my apologies for not cross checking before posting.
Title: Re: Chummer for 5th Edition
Post by: Pericles on <02-04-18/1439:13>
I can't seem to find Pilots in any of the gear, vehicles, mods.  I can find Pilot Enhancements but I'm looking for the Pilots described on Rigger 5.0 pg 127.

I'm sure I'm just missing it somewhere.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <02-04-18/1811:40>
Pilot Program (Drone) vehicle mod, requires that you have the optional drone rules enabled and that the vehicle is in one of the Drone categories.
Title: Re: Chummer for 5th Edition
Post by: warderbrad on <02-22-18/1623:29>
I made a character and ran him in a couple of games.  I edited the calendar and such today and after saving the program crashes when I try and open the file.  Is there any suggested ways to diagnose the problem with the file.  Other files open correctly.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <02-22-18/1918:00>
I'd need to see the character file and/or the chummer_crash.txt that gets placed on your desktop to know more. Could be fixed by current nightlies, we did fix some stuff with the calendar lately.
Title: Re: Chummer for 5th Edition
Post by: Longshot23 on <02-23-18/0347:29>
Is it just me . . . I can't get to the Milestone site location. Site problem or link problem?
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <02-23-18/0848:44>
Oh right, I forgot that I didn't get a HTTPS redirector. http://stable.chummer.net or https://github.com/chummer5a/chummer5a/releases/latest
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <04-05-18/2324:36>
Not a bug but a performance issue: I have a sheet with plenty of karma and expenses, and whenever I add karma/nuyens or spend those, the application freezes for some time.
It doesn't prevent me from doing anything, but it's not really smooth...
...I get that too with a couple long running characters.  Most often it happens in the gear tab particularly with my little packrat Leela (she has all sorts of common misc. items in which she conceals various types of grenades - "oh look someone left a little plush lamb here").
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <04-05-18/2329:12>
....any chance we could get the different drug grades (Pharmaceutical and Designer) in the drugs section with the appropriate prices?  I have to keep hacking the Gear.xml file to add them in every new version and with the recent changes now have to assign them a new ID as well or it just loads the base item when purchasing).
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <06-05-18/1533:27>
...so with the impending acquisition of GitHub by Microsquish, what does this mean for Chummer development?
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <06-05-18/2157:19>
tl;dr Nothing presently.

If I need to pull up stumps and move the repo there's maybe a day's effort in converting the updater to use a different API, but Microsoft doesn't really have anything to gain from kiboshing open source development on the platform; if anything, the purchase will help to keep GitHub alive as Microsoft's enterprise sales channels are much stronger.
Title: Re: Chummer for 5th Edition
Post by: Overbyte on <06-09-18/0302:34>
If I make any new character, give them a piece of armor, and then click on "Selected Armor"... Chummer crashes :(
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <06-09-18/1139:53>
Should be working in current nightlies?
Title: Re: Chummer for 5th Edition
Post by: Overbyte on <06-09-18/1411:12>
I'm using 200.34 and it crashes
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <06-09-18/2307:47>
Aha, found the problem. I'll push a new build for it in a moment.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <06-11-18/1837:54>
tl;dr Nothing presently.

If I need to pull up stumps and move the repo there's maybe a day's effort in converting the updater to use a different API, but Microsoft doesn't really have anything to gain from kiboshing open source development on the platform; if anything, the purchase will help to keep GitHub alive as Microsoft's enterprise sales channels are much stronger.
...I just hope we don't lose W7 support on the user end.

Already had to move from my Xp system to the W7 one (so no longer can run my character from Chummer at Missions sessions as the W7 system is a desktop). 

Steering clear of W10 for as long as I can as I just don't care for MS's heavy handed update policy, forcing unnecessary "junk" features on users that are difficult or even impossible to totally disable (like Cortana), and making users pay for useful functions that once were part of the OS.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <06-11-18/1843:07>
...on a more topical note, I notice that recent versions no longer have the "Pets and Cohorts" tab under Street Gear.  Leela just acquired a "special" pet but no place to put it. I also made sure that Howling Shadows was one of the selected sourcebooks.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <06-12-18/0956:24>
Pets and Cohorts got shunted into the Relationships tab a while back.

As far as Windows 7 support goes I largely consider it a nice-to-have, but not essential. If an issue crops up that I can't replicate on my dev boxes and seems to be confined to Windows 7 it's unlikely to get much traction, unless another dev looks at it. Historically that sort of thing has just been Windows 7's abysmal support for DPI scaling though, so I doubt anything's likely to happen on that front.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <06-19-18/1555:52>
...thanks for the info as to where where pets were moved to.

As to W7 it has become my OS of choice unless, as I mentioned, MS seriously changes their tack with W10 and offers a clean non bloated OS without force fed updating and "reserving" 18% - 20% of GPU card VRAM (I also work in 3D CG and need all every bit of VRAM I can get for the rendering process).
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <06-19-18/1603:41>
...oh found a small glitch on the character sheet HTML form.  Apparently it is not displaying the correct value for Public Awareness. I have one character with a PA of "8" but the sheet only indicates a value of 1.  I checked the Character Information tab as well as the raw character .txt file and both have the correct value.  Under the Character Information tab the calculation to the right of the value field shows "+0 = 1" so I wonder if this formula isn't broken as the Notoriety and Street Cred formulas are correct.

This is somewhat important as this is a Missions character and everything has to be current in the case it is reviewed by a GM.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <06-21-18/0148:14>
Can't replicate it on a 5.200.2 equivalent. What build version are you on?
Title: Re: Chummer for 5th Edition
Post by: tequila on <06-23-18/0906:57>
In the browsing tab for Blades and Clubs could you replace the Mode column with an AP column?
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <06-23-18/2345:44>
Can't replicate it on a 5.200.2 equivalent. What build version are you on?
... 5.198.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <07-01-18/0219:11>
New milestone build is available: https://github.com/chummer5a/chummer5a/releases/tag/5.201.0

To commemmorate, let's drag this whole thread situation back into sanity. AJCarrington, could you lock the other thread and point it to this one? I don't really like bumping multiple threads to respond to stuff.

@overbyte from other thread: Preserving sort settings shouldn't be a problem to implement. I'll see about getting it in soon.
@kyoto kid: You'll have to update.
@tequila: Fixed, will be in the next nightly build.
@cotilla from other thread: I've added the alternate druid tradition, will be in the next nightly build.
Title: Re: Chummer for 5th Edition
Post by: Longshot23 on <07-01-18/0507:42>
Probably not a big deal: image files associated with character builds show as really tiny in the program. I had to check print preview to be sure I was seeing right.
Title: Re: Chummer for 5th Edition
Post by: AJCarrington on <07-01-18/0821:58>
AJCarrington, could you lock the other thread and point it to this one?

Done
Title: Re: Chummer for 5th Edition
Post by: tequila on <07-02-18/0403:08>
Thanks for the frequent updates!

The Krime Tingler is listed with an availability of 66.   :o
Title: Re: Chummer for 5th Edition
Post by: Sterling on <07-02-18/0940:13>
Hi! Also like to add my thanks for the work on this.

I am probably missing something obvious, but I cannot find Exotic Ranged Weapon ammo, in particular the DMSO base rounds for the Ares Super Squirt.  Can you point me in the right direction?
Title: Re: Chummer for 5th Edition
Post by: Overbyte on <07-03-18/2359:28>
I'll reiterate my request here (taken from other thread)

What would (IMO) be super nice is if saved chars saved the settings for which skills are displayed, for example I like to set my characters to only showing "active skills rating > 0" and sorted by "Dicepool". However I have to reset this every time I open a character.

And BTW.. I only post issues and crashes, but that is because I use Chummer daily. :)
So let me just say, this is an awesome program.
If I get a chance I'm going to pull the source from git and maybe start looking at it and perhaps adding my skillz to the mix, but I need some time and a setup for that.

Title: Re: Chummer for 5th Edition
Post by: nemafow on <07-11-18/0602:35>
I'm having an issue creating Insect spirits; v 5.201.0

File > New Critter
Select Insect Spirits under metatype

If I select a Metavariant such as ant, termite etc all the calculations for attributes/skills etc are all blank.
If I don't select a Metavariant, it all seems to calculate OK.


I was also wondering if Chummer5 had the ability to 'apply' an insect spirit template to a critter or a metahuman?
Ie if I created a standard corp sec guard and wanted him to be inhabited by a Force 3 ant insect spirit and become a hybrid form.
I can mess with adding 'improvements' on that tab, but was wondering if there was an easier way.
Title: Re: Chummer for 5th Edition
Post by: SmilinIrish on <07-13-18/2341:59>
I just want to point out that we just passed the 4 year anniversary for this thread.  Those who have worked on Chummer5, thank you, thank you, thank you. 
Title: Re: Chummer for 5th Edition
Post by: tequila on <07-14-18/0759:55>
I just want to point out that we just passed the 4 year anniversary for this thread.  Those who have worked on Chummer5, thank you, thank you, thank you.

Worth repeating.
Title: Re: Chummer for 5th Edition
Post by: Hobbes on <07-16-18/2306:05>
Can't seem to add College Education, either version, to a character.  The Run Faster version is what I really want.  Removed the SASS version from the data file to see if that was the issue, and nope.  Technical School Education, School of Hard Knocks both available and seem to work.  College Education is the problem child. 

Removed and re-installed.  Clumsy editing of Data files.  Didn't seem to help.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <07-16-18/2321:21>
With an envelope to my forehead I might guess that you're using the Missions 1.4 ruleset which blocks taking it?

Thanks for the kind wishes everyone, couldn't keep doing it without all of your kind words and assistance, and of course the great foundations laid by Keith Rudolph and Adam Schmidt.

@nemafow: I'll look into it, critters haven't had a great deal of work done with them so they might still be kind of janky.
Title: Re: Chummer for 5th Edition
Post by: nemafow on <07-17-18/0114:28>
With an envelope to my forehead I might guess that you're using the Missions 1.4 ruleset which blocks taking it?

Thanks for the kind wishes everyone, couldn't keep doing it without all of your kind words and assistance, and of course the great foundations laid by Keith Rudolph and Adam Schmidt.

@nemafow: I'll look into it, critters haven't had a great deal of work done with them so they might still be kind of janky.

No worries, thank you for your help!  ;D
Title: Re: Chummer for 5th Edition
Post by: Overbyte on <07-17-18/0154:26>
There seems to always be issues removing an Initiation level. Sometimes it does remove it but does not refresh so you can't if it has been removed or not. It's not clear if removing the Karma expenditure will remove it.
Title: Re: Chummer for 5th Edition
Post by: Hobbes on <07-17-18/0705:35>
With an envelope to my forehead I might guess that you're using the Missions 1.4 ruleset which blocks taking it?


Carnac the magnificent is right again.  That a technical limitation?  FAQ doesn't list the Run Faster College Education as banned that I can see.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <07-17-18/0731:00>
Looks like it, legacy element from when the qualities had different names. I've amended it to t rigger off the ID instead now, so it'll behave properly as of next build.
Title: Re: Chummer for 5th Edition
Post by: Gorstavich on <07-17-18/1033:13>
Hello all.  Poking at Chummer5 for the first time (just grabbed the nightly build) and noticed that when putting points into the Athletics skill group I was getting points in a skill called "Flight".  What is this skill, how is it part of the Athletics group, and why was it greyed out even as points were being added to it?

Configuration wide, I am running with just the generic default (5th edition Core Rulebook only).
Title: Re: Chummer for 5th Edition
Post by: Hobbes on <07-17-18/1111:10>
Man, if only I could get QCs at work cleared like that.  You da man!  Or Bot.  Or whatever the appropriate pro-noun is.  Thanks!
Title: Re: Chummer for 5th Edition
Post by: SpellBinder on <07-17-18/1505:18>
Hello all.  Poking at Chummer5 for the first time (just grabbed the nightly build) and noticed that when putting points into the Athletics skill group I was getting points in a skill called "Flight".  What is this skill, how is it part of the Athletics group, and why was it greyed out even as points were being added to it?

Configuration wide, I am running with just the generic default (5th edition Core Rulebook only).
Flight is for pixies, most drakes, and shifters like eagles.  It gets at least briefly touched upon in the list of powers for drakes in Howling Shadows, page 164-165 while its use is briefly detailed in SR5, page 394.  Simply put it functions like Running and/or Swimming for actions involving Flight.  Obviously you need to be able to fly somehow to actually make use of such a skill (no falling with style), and spellcasters using levitate on themselves might qualify for certain actions while flying.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <07-19-18/0526:47>
...so I have a mage who quickened two attribute spells, however, not sure how this works in Chummer,  I selected each of the spells (Increase Charisma and Willpower) clicked the Quicken Spell button, and entered how much karma to imbue each with, but there is no way to apply the resulting hits (the character has 3 hits on each) and thus I am not seeing any adjustments on either the Common tab, Skill tab (for skills parented to the attribute), and drain pool (both attributes figure into the pool). For the last session I needed to make hand notations on the character sheet printout for everything that is affected which literally speaking is a pain (the reason I use a character generator and print my character out is because my handwriting is atrocious due to severe arthritis).

Is this function still a "WIP" or is there something I am not aware of that also needs to be done?
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <07-19-18/1008:11>
The Quickening button is essentially just a shortcut button for spending karma. Best way to represent that would be with the Improvements system, using the Attribute improvement type and selecting whatever the net hit value is. There's currently an annoying quirk with the custom improvements where we refresh the tooltip for attributes before we've assigned the improvement it's custom name so it shows up as a guid, but I'll have it cleaned up within the next few days.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <07-20-18/0026:53>
...oh forgot about that.
Title: Re: Chummer for 5th Edition
Post by: Raven2049 on <07-22-18/2057:50>
So i tried to make a character the other day with a different style of weapon, and went with the Shiawase Arms Simwoon, got all the skills bought the gear, but then when i went to buy ammo for the thing it wants "Exotic ranged weapon ammo" but there is no such thing. would it be easier to have it take the Light Pistol Ammo instead of making it require the exotic ranged as the book its in calls out that it uses that ammo?

not like its the end of the world, just keeping track of the ammo usage manually right now. but it would be nice to be able to do that!
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <07-23-18/0336:37>
Will be fixed in the next nightly build; you'll have to remove and re-add the weapon though.
Title: Re: Chummer for 5th Edition
Post by: Iron Serpent Prince on <07-25-18/1603:52>
I just wanted to point out that somehow my Nightly Build versions got turned around.

As of about 20 hours ago, the most current Nightly Build is 5.201.33.

My running version, and it has been this way for at least a week (is there some log somewhere that indicates when it was last updated?  According to file dates, it was on the 1st of July) is v5.201.67.

I'll hold off fixing this, until you have a chance to ask me to check anything.

And thank you and all the others for all of the work put into Chummer.
Title: Re: Chummer for 5th Edition
Post by: Overbyte on <07-25-18/1824:07>
Yes. I had this version on my machine for a while (a few weeks). I finally overwrote it because it was becoming annoying on my laptop which kept saying characters were created with a later version. I have no idea where/when this 67 version came from.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <07-25-18/1922:14>
It's an issue with the build deployment system I use for the nightlies. I didn't properly reset the next build number to 1 when I released the latest milestone build, so the build after that retained the old structure. Shouldn't happen again, I tweaked the script a bit.
Title: Re: Chummer for 5th Edition
Post by: HP15BS on <07-26-18/2200:00>
My "Selected Sourcebook" option is greyed out - both the file explorer, and the text box.

I'm sure this issue must have already been raised and settled at some point, but I can't seem to find the solution.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <07-27-18/0001:44>
Can you show me a screenshot of what you mean?
Title: Re: Chummer for 5th Edition
Post by: HP15BS on <07-27-18/1948:28>
There isn't really anything to see except that the box to the right of "PDF Location" is a slightly darker grey.
- And I guess the fact that it doesn't highlight when I hover over it.

Really, the only thing characterizing this issue is that nothing is happening when I click on / type in either of those 2 boxes.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <07-28-18/0620:02>
Hrm. Seems fine from my end, at the very least the code is set to only set enabled to false on load. So you click on a sourcebook on the left, and absolutely nothing changes with it?
Title: Re: Chummer for 5th Edition
Post by: HP15BS on <07-28-18/1521:20>
You mean on the right?
If I click on the left box, it will have the flashing line, yet nothing happens when I try to type there.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <07-29-18/0103:36>
...is the "PDF Parameters" setting only compatible with Adobe? 

I use different PDF software (which is more reliable) and even though I have the path to the programme loaded in the PDF Application Location field in Tools,  it keeps crashing with a pipeline error message when I try to save a print file as a PDF instead of HTML.  I do not have a printer at home and usually go to a local Kinkos to print items but their self service printers do not support HTML, though they do support the .pdf format.  Hence I have to spend considerably more to print a character record because they have to do it from a different system.

Using ver .198.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <07-29-18/0900:08>
I can't really help you if you don't update. I can pretty much guarantee that that issue has been resolved in one of the couple hundred commits since February. Anyway, PDF parameters is for opening PDFs when you click on the source, not for printing PDFs. If using the save-to-PDF functionality doesn't work for you, you could just use whatever PDF printer is most likely installed on your computer or grab one from somewhere on the internet.
HP15BS: So what should be happening is you click on, say, Run and Gun in the sourcebook view. The button with three dots to the right of that field is now enabled. You click on that, it opens a file dialog, and you select the Run and Gun PDF. The textbox itself doesn't actually do anything; it's something of a legacy element, I'd have either combined the functionality into just the textbox or make it a label if I were doing it originally.
Title: Re: Chummer for 5th Edition
Post by: HP15BS on <07-29-18/1025:30>
HP15BS: So what should be happening is you click on, say, Run and Gun in the sourcebook view. The button with three dots to the right of that field is now enabled. You click on that, it opens a file dialog, and you select the Run and Gun PDF.

Ohhhhhhhhh, so I should click the book on the left under "additional sourcebooks to use," then click the button on the right.

I see now.
There should really be instructions for some of these things.

(Now that I think about it, your PDFs could be named anything, so it'd need you to tell it which book you're selecting somehow.  But still, it could be a good deal more intuitive.)

Thank you!
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <08-06-18/2214:57>
I can't really help you if you don't update. I can pretty much guarantee that that issue has been resolved in one of the couple hundred commits since February. Anyway, PDF parameters is for opening PDFs when you click on the source, not for printing PDFs. If using the save-to-PDF functionality doesn't work for you, you could just use whatever PDF printer is most likely installed on your computer or grab one from somewhere on the internet.
HP15BS: So what should be happening is you click on, say, Run and Gun in the sourcebook view. The button with three dots to the right of that field is now enabled. You click on that, it opens a file dialog, and you select the Run and Gun PDF. The textbox itself doesn't actually do anything; it's something of a legacy element, I'd have either combined the functionality into just the textbox or make it a label if I were doing it originally.
...so it really isn't for printing PDF character records then and all we can save character data to is HTML format.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <08-06-18/2244:39>
Just get CutePDF and print to it?
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <08-06-18/2353:57>
.....when I select "print to file" all that comes up is the MS XPS Document writer and no options to select another programme. 
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <08-07-18/0009:33>
Did you install CutePDF first? Did you restart Chummer? If you try and print a website or something, do you see the CutePDF printer?
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <08-14-18/1704:21>
...downloaded, installed (including the converter), restarted Chummer, and I still get the pipeline error dialogue trying to save to disk as a PDF. 

Clicking the "Print" button still only opens the Windows XPS Document Writer. CutePDF does not show in the selection box nor is there any button to select another programme.
Title: Re: Chummer for 5th Edition
Post by: Longshot23 on <08-19-18/0156:06>
Hey . . . Using version 5.202.0, and ran into a familiar issue: on loading a character, points put into skill groups disappear but the program counts those skills as 'paid' for (using Karma builds).
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <08-21-18/1049:37>
@kyoto kid: If you can't see the printer at all, then I don't know what I can do for you. It's presumably something specific to your environment; it's possibly an appdata issue caused by something in our code, but I stepped through and couldn't see anything that should have had that effect. As you're on a current build now, when it crashed it should have generated a crash report on your desktop. If you can post the specific error message that's included in that I might have something more to work off.
@longshot23: I can't reproduce it in the latest build; can you show me your file? Send it to chummer5isalive@gmail.com if you'd prefer not to upload it here or anything.
Title: Re: Chummer for 5th Edition
Post by: Iron Serpent Prince on <08-21-18/1200:23>
As you're on a current build now, when it crashed it should have generated a crash report on your desktop.

No, it doesn't.

I've stayed out of this and let Kyoto Kid handle it to keep from looking like we are "ganging up" on you.  For this, I'll chime in.

The error doesn't cause a crash report.  The error comes up in a pop-up window that has text as unselectable for some reason.  I had to do some image manipulation to get you a picture of the error (and I hate image manipulation, just as fair warning).

You will find a picture of the error attached to this post.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <08-23-18/0837:04>
Nah, it's helpful to get multiple perspectives on an issue, no need to worry about that. I'd rather see a lot of 'Hey, this is happening to me too' than radio silence. If nothing else it gives me an idea of what I need to triage.

Anyway, I'm guessing from the screenshot that you're also on Windows 7, which means it most likely is an environmental issue in that it's the operating system itself. I'll have a look into what can be done with it, but it may take me some time to find an acceptable solution. In the meantime, I'd suggest finding a PDF printer that works for you in Windows 7 and using that if you need to export to PDF.
Title: Re: Chummer for 5th Edition
Post by: Iron Serpent Prince on <08-23-18/1029:06>
Anyway, I'm guessing from the screenshot that you're also on Windows 7, which means it most likely is an environmental issue in that it's the operating system itself.

*slaps forehead*  All that information was clearly in my mind when I wrote that post, didn't you read it?  :P

Yes, Win 7 64 bit Ultimate.  Fairly fresh install, less than a week old.

So, if any version of Win 7 was gonna have what Chummer is trying to use, it would be this version.

Putting on my "programming cap," I'd say it almost isn't worth looking into if it is a Win 7 only issue.  With Redmond threatening to EOL Win 7 any day now.  Annny day now....  Any day now.  ;)

Strictly as a user though, I would like the support for PDF in Chummer.

As for needing PDF support...  That really isn't an issue.  For starters, anyone I would send a PDF to, could just as easily open a html file.  Not to mention there are many other way to get around that particular issue.

I would rank it solidly in the "quality of life" category, for me at least.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <08-26-18/2054:01>
@kyoto kid: If you can't see the printer at all, then I don't know what I can do for you. It's presumably something specific to your environment; it's possibly an appdata issue caused by something in our code, but I stepped through and couldn't see anything that should have had that effect. As you're on a current build now, when it crashed it should have generated a crash report on your desktop. If you can post the specific error message that's included in that I might have something more to work off.
...major headdesk (and apologies for not getting back sooner).

I figured out what I was doing wrong, I was trying to save as a PDF directly from Chummer.

I thought about it afterwards and then tried a little experiment where saved the HTML file to a location on my system and opened it in a browser where I selected the print option. It pulled up the same WindowsXPS dialogue box but this time with a selection window that showed CutePDF as one of the options (which never occurred directly from Chummer).  Checked the settings, then saved the file to the desktop and was able to open it in my PDF reader with no trouble. 

So an extra step in the process but it will save me time and money for printing as I can now use one of the the self service machines.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <08-28-18/0311:06>
Well that still definitely shouldn't be a required step, but I'm glad to hear you were able to find a workaround.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <08-31-18/0056:40>
...yeah, better than fretting over to troubleshooting why it isn't working directly.
Title: Re: Chummer for 5th Edition
Post by: Slywyn on <09-01-18/1941:03>
Couple of possibly-dumb questions:

How do you activate powers? Is there any way to do this? If I have a power that grants 2 armor for example, and lasts for a long time, how do I activate this so that the armor part of the sidebar on the right reads correctly? Or will I have to remember that it's active? (Which is fine, I just want to know if it's possible)

For equipment: Is there a way to create a category or location for items? If you have a bunch of different types of ammo and want to condense them into a dropdown until you need to look through them, or a bunch of programs for a Decker, is there any way to do this?
Title: Re: Chummer for 5th Edition
Post by: PingGuy on <09-04-18/1112:39>
I'll throw some things in too.

#1 Should I expect that the wireless bonus dice for a Smartgun Link will show up in the dice pool of a weapon that has one equipped?  The limit mod is definitely there, but I don't see the bonus dice.  It is a situation where there is a second number in parenthesis, but I believe this is from a weapon specialization.  Just want to know what I should expect to see.

#2 If I put Pilot Enhancement or Sensor Enhancement on a drone, should I expect the ratings of those drones to increase on the sheet?  They don't appear to be doing so.

#3 I put a Remington 950 (sniper) rifle on a MCT Roto-Drone, and added a targeting auto-soft, but it doesn't change the "dice pool" number for the drone.  It just stays at 2.  What is this dice pool referring to?  Should it be affected by these kinds of changes?

Thanks
Title: Re: Chummer for 5th Edition
Post by: Triskavanski on <09-16-18/1534:02>
How do you get the autosofts into the drones properly?
It doesn't ask me what kind of weapon for targeting, and the like.


Also the Medical Drone from Bullets and Bandages doesn't see to have its starting gear it should have.
Title: Re: Chummer for 5th Edition
Post by: &#24525; on <09-19-18/0125:30>
Hey, is Street Lethal on chummer yet?
Title: Re: Chummer for 5th Edition
Post by: Longshot23 on <09-24-18/0158:21>
I had a crash on trying to load a character build - no error message. It happened twice.

Can't attach the .chum5 file, just the crash reports.

Title: Re: Chummer for 5th Edition
Post by: Iron Serpent Prince on <09-24-18/1209:55>
Hey, is Street Lethal on chummer yet?

I can't verify if everything from Street Lethal is in, but with my quick look through I can say that "yes," Street Lethal is in the Nightly Build at least.
Title: Re: Chummer for 5th Edition
Post by: focke on <09-27-18/1818:21>
How about Kill Code? I just updated to .202, and did not see it in the additional source books to use section. I also just got kill code, but don't know when it was released, so if it is just not up yet, that's cool.
Title: Re: Chummer for 5th Edition
Post by: Iron Serpent Prince on <09-27-18/2124:22>
In version 5.202.40-something (nightly build) Kill Code was in there.

I'm currently running 5.202.49.

For what it is worth, there was a change to the sourcebook options recently.  It looks like everything is selected without anyway to remove it.  The column on the left where you used to click checkboxes has the checkboxes removed.  That is a digression though.  ;)
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <09-28-18/0356:14>
How do you activate powers? Is there any way to do this? If I have a power that grants 2 armor for example, and lasts for a long time, how do I activate this so that the armor part of the sidebar on the right reads correctly? Or will I have to remember that it's active? (Which is fine, I just want to know if it's possible)
Powers that have a constant effect will already be implemented as improvements. Anything that requires that you toggle it will not be, so the best way to do that would be to use the Custom Improvements tab to create your own and enable/disable them as necessary. I have a plan to enable doing this directly from the powers tab, but it's a low-priority enhancement.

For equipment: Is there a way to create a category or location for items? If you have a bunch of different types of ammo and want to condense them into a dropdown until you need to look through them, or a bunch of programs for a Decker, is there any way to do this?
You should see an Add Location button on the gear tab. You can drag things into there and collapse them. Programs you can't really have loose because they're treated as plugins.
I had a crash on trying to load a character build - no error message. It happened twice.
Unfortunately those crash messages don't include any content, which I believe is due to a bug that was fixed in recent nightlies. Mind giving the latest build a crack to see if that helps?

Kill Code is in current nightlies; I've stalled the release of a new milestone build to deal with some issues that have cropped up, but I think we might have it licked by the end of the weekend.
For what it is worth, there was a change to the sourcebook options recently.  It looks like everything is selected without anyway to remove it.  The column on the left where you used to click checkboxes has the checkboxes removed.  That is a digression though.  ;)
Enabling and disabling Sourcebooks was moved into the Character and Printing tab.
Title: Re: Chummer for 5th Edition
Post by: Stainless Steel Devil Rat on <10-11-18/1925:50>
I've got a character with a Skilljack and Knowsofts and am having some issues in career mode; I don't know if these are known and have a fix.

The problem is twofold: if I delete/sell a Knowsoft, the accompanying Knowledge skill doesn't go away. Nor can it be deleted manually.

Additionally, I'm toying around with the possibility of downgrading the Skilljack rating for my character.  Going from a R3 to a R1 gives me three copies of the same Knowledge skill, and again none can be deleted.

Is there an option to sell a Knowsoft or downgrade a Skilljack other than rebuilding the character from scratch and re-applying everything else since career mode began?
Title: Re: Chummer for 5th Edition
Post by: Grizzly on <10-21-18/0852:04>
Might be a known issue but couldn't find it with a brief search.

Chummer v. 5.194.0.0

Regarding the Spider (Alt) Mentor Spirit

It is set up that adding the Spider (Alt) mentor spirit gives 2 bonus levels to the Stealth skill group on the Karma column.  While there is no Karma cost for this, it has caused me a problem in trying to add more levels for the correct cost.

I am building a character with Skills C and am putting the 2 Group Skill points into the Stealth Group.  I then want to purchase the Stealth Group up to 3 using Karma, which should cost 15 points.  With the bonus added by Spider (Alt) then that should give me a total Stealth Group level of 5 dice.

When I add the Mentor Spirit first, the MS Karma dice are added first and I end up paying 25 karma to raise the total skill group to 5 dice.
When I up the Skill Group by 1 with Karma first it charges me the correct 15 karma.  When I then add the mentor spirit I think it recalculates the cost of the karma purchase and I again end up paying too much.

It seems like the MS Karma dice get added first no matter what order they are applied.

Would it be possible to switch the Mentor Spirit bonus dice to the 'Points' column?  Or is there another work-around I can use?
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <10-21-18/0859:53>
Update to a current build. https://get.chummer.net.

@Stainless Steel Devil Rat: Removing the skilljack and hitting Reapply Improvements should work; if not, link me the file and I'll fix it and/or the underlying cause.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <11-04-18/0509:52>
Head's up, new milestone build for Chummer's out. Includes Street Lethal, Kill Code and a bunch of fixes for stuff and things. Changelog and download available at https://stable.chummer.net.
Title: Re: Chummer for 5th Edition
Post by: AJCarrington on <11-04-18/1059:07>
Again, thanks for the continued work on this!!
Title: Re: Chummer for 5th Edition
Post by: Stainless Steel Devil Rat on <11-08-18/1216:01>
I've found another issue I'm having trouble with: the Adapsin augmentation.

Once it's taken, it only works properly on all-new augmentations taken after installing the Adapsin.  That's on the surface ok, since that's more or less how it works under the rules...

But it gets all wacky when you remove or upgrade cyber that existed prior to the Adapsin. For some reason chummer starts ignoring essence holes once you have adapsin.

For example: I have a character with 3.18 essence before messing around. I have muscle replacement 1, planning to go higher, but want to save some essence down the road so I install Adapsin, down to 2.98.
When I want to improve Muscle Replacement (alphaware) to rating 2, chummer makes me delete the augmentation and then install a rating 2.  However, when I remove the rating 1, my essence remains 2.98 and I gain an essence hole of 0.8 (as technically proper).  But the issue begins when I install the rating 2 that now costs 1.4 essence with alphaware and adapsin: my essence drops from 2.98 to 1.58 and my essence hole remains at 0.8.

I've tried hitting "reapply improvements" at various steps of the process, and it never makes the end result work right.

Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <11-08-18/1710:04>
A bug seems to have crept in with Essence Holes not being used properly. Investigating it now.
Title: Re: Chummer for 5th Edition
Post by: &#24525; on <11-08-18/1859:49>
Is it just me or do Reaction Enhancers not stack with Wired Reflexes?
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <11-08-18/1908:44>
Chummer doesn't currently handle wireless bonuses. It's a WIP feature that will likely be in the next milestone.
Title: Re: Chummer for 5th Edition
Post by: &#24525; on <11-08-18/2205:32>
Ok! cool
Title: Re: Chummer for 5th Edition
Post by: Pericles on <11-28-18/1126:56>
Is there any chance of Chummer being updated to include a way to designate sprites as a Sprite Pet, from the technoshaman only complex form in Kill Code?
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <11-29-18/0856:04>
Just added it a couple of hours ago; it'll be in the next nightly. Behaviour's a little quirky, needs more testing, but it should bypass the restrictions and charge the appropriate amount of karma and such.
Title: Re: Chummer for 5th Edition
Post by: halflingmage on <12-23-18/2236:14>
Is it possible to run Chummer5 on Linux?  We had a reshuffle of who is using what computer in my house and the majority of my time will be on a little Linus laptop my daughter recently acquired.  The linux laptop won't run her art programs, so we ended up switching.  We have got wine and Lutris running on it (and league of legends, yeah!)  I tried downloanding the current build of Chummer with chrome, and was able to unzip it, but I cant figure out what to do next, I cant find an .exe or similar.  Help please?  And use simple, explicit instruction, my brain is not as young as it used to be.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <12-23-18/2246:36>
Most likely you've downloaded the source files. You'd need to grab the appropriate release version that'll have the binaries. http://get.chummer.net/ for latest build, http://stable.chummer.net/ for latest milestone.

Running Chummer through Wine should work, but I'm told it's a bit finicky to set up. https://github.com/chummer5a/chummer5a/wiki#using-wine
Title: Re: Chummer for 5th Edition
Post by: halflingmage on <12-23-18/2325:19>
Thanks for the link,  my brain is too muddled at this point but Will attack it again in the morning.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <01-08-19/0526:17>
Hey all, the new milestone build for Chummer is now available, featuring content from Better Than Bad, a lot of refinements to the UI to better support translations, and a bunch of other fixes. As you'll note from the below wall of text, our devs have been quite busy with quality of life improvements and various bug fixes more than implementing new features aside from what's required for Better Than Bad's content. Speaking of BTB, greyware is built to work per the rules, but it has no validation of what it is allowed to apply to. Make sure you confirm with your GM what you're allowed to use it on.

As always, I need to thank everyone who's donated their time and effort to making Chummer better; this product wouldn't exist without the assistance of people providing pull requests for new code, fixes and translations, or taking the time to report issues that we can resolve. One thing that people have asked me about for a long time now is what they can do to support Chummer; not everyone's a developer, after all. Historically I've had some issues with the idea of taking donations due in large part to feeling like I'm standing on the shoulders of giants already and haven't had a concrete idea for what I would use the money for anyway. I've since decided to change that stance in order to accommodate some things I want to do in the future, such as using a code-signing certificate to increase Chummer's trustworthiness to anti-virus endpoints, and generally build a war-chest with which to fund further development shenanigans in the future. So with that in mind, I've created a Ko-Fi page at https://ko-fi.com/chummer. Ordinarily I'd go with a Patreon for something like this, but I can't think of any reward tiers that are appropriate without unfairly prejudicing my development process or murdering the free time I have. I need to make clear that Chummer is free, and will always remain so. Any funds raised will be used purely for development and support of the application.

Anyway, </maudlin>. We have some exciting new features in the works for this year, the coolest of which is undoubtedly a replacement for the Omae character exchange that Archon-Megalon on our Discord has been working on. This will allow searching for characters based on specific criteria, automatically uploading your character files to remote storage, and some other neat features as the project continues to develop. We're also looking to have the new options branch integrated which will allow for a much smoother experience creating and using the application's various optional rules. Once I've cleared out a bit more of the backlog, I'm hoping to implement the wireless and proper drug systems, though this may well continue to take a backburner to fixing existing functionality.

Anyway the milestone build is available from https://stable.chummer.net or through the application's updater, per normal. For the socials, you can join our Discord chat at https://discord.gg/4BBTSs.

Build 204

Application Changes:

- Fixed an issue where certain controls (e.g. Skills, Knowledge Skills) would not get their children controls translated. Fixes #3171.
- Fixed an issue where drag-and-dropping weapons in career mode, as well as drag-and-dropping gear under certain circumstances, would not work. Fixes #3172.
- Added an option to the dice roller tool where a roll glitches if there are more 1's than hits rather than more 1's than half of the character's dicepool.
- Fixed a regression when purchasing Cyberware in Career mode in which it would not properly deduct from Essence Holes first. Fixes #3188
- Fixes an issue with the calculation of lifestyle multipliers. Should fix #2639, fixes an issue with trolls not stacking correctly.
- Fixed an issue with martial art techniques not being able to be refunded properly if removed. Fixes #3196
- Fixed page offset changes not properly being stored.
- Fixed a regression with exotic skills not picking up improvements. Fixes #3204
- Fixed issues with objects not moving correctly when dragged between locations. Fixes #3079
- Allowed gear to use forbidden and required nodes similar to those that can be used by qualities, cyberware, metamagics, and others.
- Implemented most content from Better Than Bad, with exception of life modules and the Hard Luck quality.
- Fixed incorrect behaviour for cyberware purchased via Black Market Pipeline not properly being discounted. Fixes #3244
- Added basic functionality for the Sprite Pet from Kill Code. This is not currently restricted to the technoshaman archetype.
- Mildly ugly fix for cybersuites that come with cyberlimbs not properly being counted for attribute calculation.
- Added a catch to prevent Chummer from crashing when updating if old files are still being held by other applications. Should fix #3250
- The Digital Doppelganger quality now allows for Fake SINs as a requirement.
- Added gear as a requirement check.
- Added condition checks to critter power purchases separate to the existing catregory filtering.
- MetatypeRemovable metagenetic qualities now no longer count towards metagenetic limits. For example, Wakyambi with Surge don't have to remove their Celerity quality.
- Fixed an issue with the Select Weapon window causing a crash if receiving incorrectly filtered strings. Fixes #3256
- Fixed an issue with built-in weapons being incorrectly added to the first weapon mount in a list.
- Fixed an issue with lifestyle multipliers that prevented them from calculating their cost correctly if they reduced the cost below 100%.
- Fixed missing text changes for the Delete Metamagic button that prevented it updating properly for Technomancers.
- Fixed a potential crash when importing non-Technomancer characters from Herolab into Chummer.
- Moved all Attribute references out of CharacterShared and into AttributeSection.
- Collapsed Special and Physical attributes into one list, since we weren't using them for any particular purpose anyway.
- Fixed an issue with MAG being removed incorrectly when using the Mystic Adept Second Attribute optional rule if the charactrer started with a magic attribute, such as shapeshifters. Fixes #3253
- Fixed behaviour of plugins incorrectly applying their Essence costs in career mode instead of using the capacity cost. Should fix #3279, may have some additional edge cases.
- Mildly ghetto workaround for inability to remove gear from a cyberware parent. Probably needs a more universal and robust fix, but it's functional.
- Added a tooltip to the positive and negative quality labels to show where the karma costs have come from.
- Fixed a crash when loading qualities and lifestyles in PACKS kits.
- Added validation to ensure that custom drugs are given a name before they're accepted.
- Swapping a negative quality for a cheaper one no longer costs karma.
- Purchasing Ammo for weapons that have a particular name restriction (Narcoject PEP firing peak-energy units, for example) will properly be filtered to that restriction in the Select Gear window.
- Fixed an issue with removing fettered spirits not properly removing the Fettered magic loss. Will retroactively fix any affected characters on load.
- Fixed an issue with loading the attribute section that caused it not to refresh attribute-dependent properties.
- Fixed an issue with vehicle locations that caused them to not work correctly. Some issues remain with adding children to locations inside vehicles, but root-level locations work as expected again.
- Fixed regressions in behaviour of the Improvements tab not properly populating names or showing what they improve.
- Allowed multiple ammo slots for a single weapon to better support the Hammerli Gemini and Shiawase Arms Monsoon. Fixes #3312
- Fixed an issue with inability to remove Gear from its parent.
- Fixed behaviour of the WeaponCategoryDV Improvement when specifying names instead. Fixes a regression with the custom improvement not working correctly.

Data Changes:

- Fixed Autopicker having an incorrect cost. Fixes #3167.
- Fixed an issue with Japanese translations of certain lifestyle qualities caused by duplicate entries. Fixes #3168.
- Added content from the German-exclusive sourcebook "Hamburg".
- Removed redundant 'Enable Spells and Spirits Tab' improvement. Closes #3189
- Added an optional rule from Chrome Flesh to allow Trolls to treat their horns as per the bio-weapon on page 121 of Chrome Flesh.
- Fixed incorrect requirements for the Special Modifications and Prototype Materials qualities.
- The Dual Natured critter power now grants access to Astral Combat. Magical Guard now grants access to the Counterspelling skill. RAW implies this is correct, but I'm not super confident in it. Closes #3195
- Added missing critter powers from Dark Terrors, courtesy of Keeper M.
- Per updated Runnerhub Rules, the Liminal bodies are now available and Armor enhancements can be added to skulls and torsos.
- Fixed conditional behaviour on the Death Dealer quality to properly work for Mystic Adepts. Fixes #3255
- Fixed an incorrect cost for Household Gremlins (1600 instead of 600).
- Fixed incorrect costs for the Dermal Alteration (Rhino Hide) and Functional Tail (Prehensile) qualities.
- Added an amend file to allow the Practice, Practice, Practice quality to be taken multiple times, per German data changes.
- Fixed incorrect ratings on the Fortified and Slick Willy booster chips.
- Fixed a crash when selecting components of Commlink Functionality on gear. Fixes #3178
- Fixed damage and AP of the Narcoject PEP. Fixes #3295
- Fixed incorrect level limitation on the Mystic Aptituide power.
- Reorganised weapons.xml data layout per XSD.
- Added emergency vehicle from Stolen Souls, courtesy of Catpocalypse on Discord.

New Strings:

- Checkbox_DiceRoller_VariableGlitch
- Message_CustomDrug_Name
- MessageTitle_CustomDrug_Name

Changed Strings:

- Checkbox_Options_PrintAllSkills
Title: Re: Chummer for 5th Edition
Post by: Beta on <01-08-19/1521:17>
Thank you and all the other developers for the continued support and development of Chummer!
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <01-09-19/1803:35>
...hmm still no Pharma or Designer Grades for drugs as well as no Handload option for Ammo.  Would be nice to not have to enter these all the time using the "Custom Item" catchall. 
Title: Re: Chummer for 5th Edition
Post by: AJCarrington on <01-12-19/0938:22>
Awesome work...really appreciate all the time and effort you guys put into this tool!
Title: Re: Chummer for 5th Edition
Post by: Longshot23 on <01-23-19/1201:01>
Really really appreciate Chummer5, thank you so much for putting the time and effort in to produce this wonderful program.

The new(?) feature of HeroLab file import seems like a winner - are the file types really that incompatible, as per the warning dialog?
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <01-23-19/1824:24>
@kyoto kid: Hand-loads are proxyable with a custom file until I can spend time to implement it in a way I'm happy with. I don't want to implement them as gear entries like that because I don't want to pollute the gear file with a bunch of variants of each ammo type.
@Longshot23: Depends on the thing we're looking at. Chummer stores the whole object in XML, while Herolab (from memory) only stores a name reference, which they presumably rebuild from their datastore on load. Things like skills are handled differently though, as it seems the whole value is stored, including points from other sources. Mostly it's just to cover our bases and encourage you to double-check everything is correct.
Title: Re: Chummer for 5th Edition
Post by: Stainless Steel Devil Rat on <01-23-19/1916:32>
is there a way to change an existing skill specialization?

I get that there's no way to do it in the mechanics of the game itself, but sometimes you'd really prefer to fix a misspelling that got saved to your only save copy.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <01-23-19/1921:07>
Nothing UI facing unfortunately, but it's not difficult to open up the file and ctrl-f for the misspelling.
Title: Re: Chummer for 5th Edition
Post by: Stainless Steel Devil Rat on <01-23-19/1924:27>
Nothing UI facing unfortunately, but it's not difficult to open up the file and ctrl-f for the misspelling.

The simplest fixes are often the best!  Thank you for this excellent idea :)
Title: Re: Chummer for 5th Edition
Post by: Ghost Rigger on <01-23-19/2229:01>
I've noticed that I cannot attach commlink accessories (dongles) to an RCC or cyberdeck. Intentional, or a bug?
Title: Re: Chummer for 5th Edition
Post by: PiXeL01 on <01-23-19/2304:12>
Intention as dongles for commlinks are exclusively for commlinks, not devices which share functionality with commlinks
Title: Re: Chummer for 5th Edition
Post by: Ghost Rigger on <01-24-19/1152:44>
Pity. Ah well, it's not like my RCC is lacking for Noise Reduction anyways.
Title: Re: Chummer for 5th Edition
Post by: Stainless Steel Devil Rat on <01-24-19/1211:51>
Pity. Ah well, it's not like my RCC is lacking for Noise Reduction anyways.

Yeah I've been trying to make a Rigger/Decker character, and was quite disappointed to realize I can't just put an attack dongle on a RCC.  Smoke & Mirrors gives in effect a "free" Sleaze attribute but it's either pre-edge to ignore limit 0 on every Attack action, deal with having a cyberdeck instead of a RCC, or just buy both.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <01-24-19/1913:22>
...wrong thread.  NM
Title: Re: Chummer for 5th Edition
Post by: Beta on <02-06-19/1331:02>
A super minor / niche request.

Chrome Flesh (page 81) introduces the synthlink for musicians, and mentions that to use it, you need a 'synthstrument' which costs double the normal instrument cost.  As far as I could figure out, synthstruments don't show up as gear, nor as an option to add to gear.  The easiest thing might be just to add them in as gear?
Title: Re: Chummer for 5th Edition
Post by: Ixal on <02-06-19/1508:11>
A super minor / niche request.

Chrome Flesh (page 81) introduces the synthlink for musicians, and mentions that to use it, you need a 'synthstrument' which costs double the normal instrument cost.  As far as I could figure out, synthstruments don't show up as gear, nor as an option to add to gear.  The easiest thing might be just to add them in as gear?

They are in No Future, so should come with the update.
Title: Re: Chummer for 5th Edition
Post by: Longshot23 on <02-20-19/0130:06>
A minor issue maybe: when trying to add an Armour Mod (on a comparatively old character build), Chummer crashes out.
Title: Re: Chummer for 5th Edition
Post by: Stainless Steel Devil Rat on <02-22-19/1432:34>
I'm curious about something in Chummer.

It treats Vehicle/Drone Sensor stat as being a Sensor Array of equal rating.

I'm curious what the rules basis for this is. Also, why it allows me to get sensor functions for that array up to the Sensor rating for free.

Don't get me wrong; I WANT it all to be true... I just don't understand how/why that leap of logic was made.
Title: Re: Chummer for 5th Edition
Post by: Ghost Rigger on <02-22-19/1530:36>
Core Rulebook, page 445: Most vehicles and drones come factory-equipped with a sensor array (at a rating listed with their stats).
Title: Re: Chummer for 5th Edition
Post by: Stainless Steel Devil Rat on <02-22-19/1538:45>
Core Rulebook, page 445: Most vehicles and drones come factory-equipped with a sensor array (at a rating listed with their stats).

Good catch.

I suppose since there's no price for sensor functions that's the rationale for getting up to 8 functions all at the rating of the array (sensor stat) itself.
Title: Re: Chummer for 5th Edition
Post by: Michael Chandra on <02-22-19/1717:13>
Core Rulebook, page 445: Most vehicles and drones come factory-equipped with a sensor array (at a rating listed with their stats).

Good catch.

I suppose since there's no price for sensor functions that's the rationale for getting up to 8 functions all at the rating of the array (sensor stat) itself.
Aye. Though of course the factory-equip comes with restricted options, so the GM can block crazy combinations.
Title: Re: Chummer for 5th Edition
Post by: Crucol on <02-23-19/0440:10>
I'm Sorry but can someone tell me what i'm doing wrong with chummer 5 to obtain this

https://www.dropbox.com/s/k1f33set6j3rot3/imp%20ecran%20Chummer.jpg?dl=0
 (https://www.dropbox.com/s/k1f33set6j3rot3/imp%20ecran%20Chummer.jpg?dl=0)

thank you
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <02-23-19/0513:04>
@Crucol: There's an annoying bug that crept in for some users in which all the customdata rules get enabled when Chummer's first started; some of them interact in weird ways. Haven't been able to replicate it on my end so I can't really determine a fix for it as yet. You should be able to fix it by opening Options and deselecting all of the rules; if that doesn't work, open up your registry, go to HKEY_CURRENT_USERS\Software\Chummer5 and delete the customdatadirectory folder.
Longshot23: Can't replicate it. More details please?
Title: Re: Chummer for 5th Edition
Post by: Longshot23 on <02-23-19/0637:54>
I'm not really fussed TBH - I'm okay with rebuilding from scratch if necessary. Others might be less forgiving.

Last few crash reports I've had are blank anyway.
Title: Re: Chummer for 5th Edition
Post by: Stainless Steel Devil Rat on <03-02-19/0926:44>
Is there a way to purchase uninstalled cyberware?

There's actually a perfectly valid reason you'd have cyber that you don't want installed: if you have modular limbs and multiple limbs/attachments...
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <03-09-19/0753:04>
Modular cyberware should automatically come uninstalled; is it not behaving that way for you?

Anyway, the latest milestone build of Chummer is now available! Major features at present are the implementation of content from No Future and general quality of life improvements to various UI elements. I will never understand how it took me five years to realise that the Mark as Created checkbox is horribly discoverable.

I've also had to implement an annoying shim as a temporary workaround. Due to the way I coded certain improvements, improvements will occasionally be orphaned when they should be removed. This is most notable when taking a Qi Focus for Improved Ability, but some other things can trigger it. I'm still looking into fixing these more properly, but as an interim, when your character is loaded, if an improvement is detected that doesn't have a parent object, you'll be prompted whether you want to allow these improvements to be removed. If not, the file will close. I strongly recommend that you make a copy of the file and reload it, accepting the change. If something weird crops up with the file, send it to me and I'll investigate.

Archon Megalon has also been putting a lot of great work into implementing our replacement for the Omae character sharing service. While it's heavily in alpha at the moment, we'd highly appreciate it if you could take the time to test out uploading your characters to the service (Go to Options, select Enable Plugins, restart Chummer and enable the SINners plugin in the Options\Plugins tab) and provide feedback on the experience.

As always, I need to thank everyone who's donated their time and effort to making Chummer better; this product wouldn't exist without the assistance of people providing pull requests for new code, fixes and translations, or taking the time to report issues that we can resolve. One thing that people have asked me about for a long time now is what they can do to support Chummer; not everyone's a developer, after all. Historically I've had some issues with the idea of taking donations due in large part to feeling like I'm standing on the shoulders of giants already and haven't had a concrete idea for what I would use the money for anyway.

I've since decided to change that stance in order to accommodate some things I want to do in the future, such as using a code-signing certificate to increase Chummer's trustworthiness to anti-virus endpoints, and generally build a war-chest with which to fund further development shenanigans in the future. So with that in mind, I've created a Ko-Fi page at ko-fi.com/chummer. Ordinarily I'd go with a Patreon for something like this, but I can't think of any reward tiers that are appropriate without unfairly prejudicing my development process or murdering the free time I have. I need to make clear that Chummer is free, and will always remain so. Any funds raised will be used purely for development and support of the application.

I anticipate that the next major milestone will be the completion of the Heisenberg branch, which should fully implement the ability to purchase and consume different grades of drugs, generating improvements that can be toggled on and off at will. No more shall you suffer under the lash of custom improvements!

Anyway the milestone build is available from http://stable.chummer.net or through the application's updater, per normal. For the socials, you can join our Discord chat at https://discord.gg/mJB7st9. Changelog's a PITA to link here, but it's listed on the release page.
Title: Re: Chummer for 5th Edition
Post by: AJCarrington on <03-10-19/1214:44>
Awesome update...thanks for the continued support!!
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <03-10-19/1842:38>
Quote
I anticipate that the next major milestone will be the completion of the Heisenberg branch, which should fully implement the ability to purchase and consume different grades of drugs, generating improvements that can be toggled on and off at will. No more shall you suffer under the lash of custom improvements!
...thankyouverymuch.  Looking forward to that.
Title: Re: Chummer for 5th Edition
Post by: Beta on <03-12-19/1607:14>
Always and forever thank you for all the work and creativity that goes into making Chummer sing -- it is such a fantastic resource!

I do have a question.  I'm running build 205.0, and for the first time played with the custom drug creation tab.  It works great!  But I can't figure out how to actually buy any of that drug?  (the drug creation tab doesn't seem to have a purchase option, the main gear tab doesn't seem to have picked up the drug).

Is that in place somewhere that I'm missing, or is that in the coming 'how to handle drugs' branch?
Title: Re: Chummer for 5th Edition
Post by: Overbyte on <03-12-19/1726:36>
I echo the sentiments of others. Chummer is pretty much indispensable to me now.

I am having a problem with it that has been present for a number of updates now.
Chummer appears not to be able to "hold" selections for Tradition or Spirit Types on the "Spells and Spirits" tab.
Title: Re: Chummer for 5th Edition
Post by: kainite311 on <03-18-19/1506:46>
I was messing around trying to make a cyberadept from Kill Code. Either I misunderstand how their Daemon ability works or Chummer appears to do it wrong. If I take 1pt of essence loss from cyberware, then submerge, it gives me back the 1 point of lost resonance (assuming 6 resonance before taking cyberware, and only cyberware - no bioware). Anything beyond that however does not regainany further lost resonance (i.e. lost 2 pts of resonance and then submerge 3-4 times)...
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <03-25-19/1720:19>
...Chummer 5.204.  Having trouble adding sensor/vision mods to a Full Body Armour Helmet.  I keep getting the "you must select a piece of armour" message.  Unfortunately the only way to add the Helmet is as an Armour Mod, so when I try to install sensor/vision mods & such they are deducted off the capacity for the base suit, not the Helmet (which itself has a capacity allowance of 6).
Title: Re: Chummer for 5th Edition
Post by: The Dread Polack on <03-29-19/0207:16>
I'm using v 5.205.0.

I'm creating a human ghoul. It's augmenting Charisma and logic 1 point lower. I don't see any rules that say ghouls lose any mental attribute points at character creation, unless I'm missing something.
Title: Re: Chummer for 5th Edition
Post by: kainite311 on <03-29-19/1512:12>
Is there a way to make a custom gear list to import to a character? Like make a standard set of gear to import to a created character (gear/armor/weapons). Rather then have to meticulously gear up each NPC/PC.
Title: Re: Chummer for 5th Edition
Post by: Iron Serpent Prince on <03-29-19/1815:43>
Is there a way to make a custom gear list to import to a character? Like make a standard set of gear to import to a created character (gear/armor/weapons). Rather then have to meticulously gear up each NPC/PC.

You can make a custom PACK.

Just in case there are differences, I am using 5.205.18.

Under "Special" (top menu bar) > "Create PACKS Kit."

Afterwards, you would use the same menu and select "Add PACKS Kit."

You may want to make a "throw away" character to mess around with it.
Title: Re: Chummer for 5th Edition
Post by: kainite311 on <03-29-19/1928:08>

You can make a custom PACK.

Just in case there are differences, I am using 5.205.18.

Under "Special" (top menu bar) > "Create PACKS Kit."

Afterwards, you would use the same menu and select "Add PACKS Kit."

You may want to make a "throw away" character to mess around with it.

Hmm must be the Version. I am using 5.205.0. Don't have that option under "special".  Will have to look at the nightly builds I guess. Thank you

**EDIT** Hmmm downloaded the same nightly as you,still don't get that option under special. Just to make sure I am doing same thing, I have the gear tab selected, then go up to 'special' and only see (is there somewhere in options I need to flag/checkbox?):
add cybersuite
convert to zombie
reduce attribute
possess/inhabit
re-apply improvements
clone
Title: Re: Chummer for 5th Edition
Post by: The Dread Polack on <03-30-19/0304:55>
I'm using v 5.205.0.

I'm creating a human ghoul. It's augmenting Charisma and logic 1 point lower. I don't see any rules that say ghouls lose any mental attribute points at character creation, unless I'm missing something.

Nevermind. I found it. Somehow I read the Ghoul entry, like, 10 times and missed the penalties listed.
Title: Re: Chummer for 5th Edition
Post by: kainite311 on <03-30-19/1302:31>

You can make a custom PACK.

Just in case there are differences, I am using 5.205.18.

Under "Special" (top menu bar) > "Create PACKS Kit."

Afterwards, you would use the same menu and select "Add PACKS Kit."

You may want to make a "throw away" character to mess around with it.

Hmm must be the Version. I am using 5.205.0. Don't have that option under "special".  Will have to look at the nightly builds I guess. Thank you

**EDIT** Hmmm downloaded the same nightly as you,still don't get that option under special. Just to make sure I am doing same thing, I have the gear tab selected, then go up to 'special' and only see (is there somewhere in options I need to flag/checkbox?):
add cybersuite
convert to zombie
reduce attribute
possess/inhabit
re-apply improvements
clone

Figured it out... have to do it in create mode, was trying to do it from created character. Thank you
Title: Re: Chummer for 5th Edition
Post by: kainite311 on <03-30-19/1917:12>
Browning Ghost light pistol lists -3 conceal in Street Lethal, chummer gives it a -2 in release build 5.205.0
Title: Re: Chummer for 5th Edition
Post by: Ghost Rigger on <04-01-19/0837:27>
Can't cite my sources on this one, but I have been informed that there will be an April Fool's update that will introduce something as annoying as that talking paper clip from Microsoft Word. It will offer "helpful hints" such as "it looks like you're making a street samurai, don't you need a code of honor?" and "you have enough money to buy a permanent Low lifestyle, are you sure you don't want to retire?"
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <04-01-19/0911:14>
A vile lie, I'm sure! Decidedly not something I would welcome people adding to by reviewing the content of data\tips.xml, CERTAINLY not something that I would allow people to disable by unchecking the 'Enable Easter Eggs' checkbox in Global Options!

@kainite: Chummer generally treats weapon stat blocks as only existing in their 'ready to fire' state. As the extra concealability of the Ghost can't be used when it can be fired, we default back to the standard.
@kyoto kid: Can't replicate it in 5.205, I don't recall fixing it recently though.
Title: Re: Chummer for 5th Edition
Post by: kainite311 on <04-01-19/1302:50>
A vile lie, I'm sure! Decidedly not something I would welcome people adding to by reviewing the content of data\tips.xml, CERTAINLY not something that I would allow people to disable by unchecking the 'Enable Easter Eggs' checkbox in Global Options!

@kainite: Chummer generally treats weapon stat blocks as only existing in their 'ready to fire' state. As the extra concealability of the Ghost can't be used when it can be fired, we default back to the standard.
@kyoto kid: Can't replicate it in 5.205, I don't recall fixing it recently though.

Thank you, I did not know or even think about that!
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <04-01-19/1725:48>

@kyoto kid: Can't replicate it in 5.205, I don't recall fixing it recently though.
...unfortunately I can only send one attachment at a time as each are around 200 MB and the maximum total for all attachments is 256 MB

This first one shows that there is no FBA helmet listed in the standard Armour selection after the suit was purchased.


Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <04-01-19/1726:46>
...here is the second one that shows the FBA helmet only appearing as an Armour Mod.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <04-01-19/1727:31>
...and here is the third one which shows the error message when I try to apply a mod to the helmet alone.
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <04-01-19/1914:08>
Oh, I see the problem. The Add Armor button and its dropdowns don't update properly; right-click on the helmet and select Add As Plugin.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <04-11-19/2052:46>
...thank you, that works.
Title: Re: Chummer for 5th Edition
Post by: Dangermaus on <04-27-19/2042:05>
Tonight I downloaded Chummer 5.205.0 from the github repository and was having a problem where, as long as there was a character picture linked to the sheet, it wouldn't print or make a pdf. It was completely blank. Eventually I got a notification from my antivirus that chummer had ransomware and the reason it would not print was because avast was trying to delete the image during the pdf generation. I have attached a screenshot from the avast popup and can reproduce the problem across 3 different computers.

This can be fixed by creating an exception for chummer but I have never had this problem before. Any suggestions or has anyone else had this problem? The problem is not present when the Chummer folder is placed in one of my storage drives.   
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <04-28-19/0355:54>
Easiest fix would probably be to move the Chummer folder into your C drive or something; it appears to be a specific property of Avast that it doesn't allow us to delete files in your desktop folder. I should probably recode it to point the mugshots it generates into appdata or temp though.
Title: Re: Chummer for 5th Edition
Post by: Dangermaus on <04-28-19/1500:52>
I moved it to a location on my gaming drive along with the associated Chum files, I was really just trying to get the problem in case others had a similar problem.
Title: Re: Chummer for 5th Edition
Post by: Grizzly on <04-29-19/0741:41>
Using 5.205.0

Lightning Reflexes (Quality) and Synaptic Acceleration (Bioware)

RAW as I understand it is that they won't stack at all.  Chummer does not stack initiative dice (good) but does stack the bonus point to initiative (don't think this is correct).

I thought there used to be a Dodge Pool display somewhere but I don't see that any more, so I don't know if that is taken into account.  Maybe I'm just not looking in the right spot.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <09-25-19/0221:51>
...wow, trying do download the latest version and it is going excruciatingly slow, so bad I feel I'm, on dialup.
Title: Re: Chummer for 5th Edition
Post by: kyoto kid on <10-27-19/1441:01>
...well turned out I needed to clear cache and cookies and then it downloaded fine.

OK a couple questions.

Years ago Chummer5 stopped working on my old Xp system is that just because Xp was no longer supported?  I have been contemplating upgrading an old notebook with an SSD and W7 Home Edition, however it is still a 32 bit system.  Will it run on that?

I do hope that when W7 hits it's EOL next January that the programme doesn't stop working on it as I have no intention of moving to W10.

Also will Chummer5 still get fixes and improvements or will development focus on 6E?
Title: Re: Chummer for 5th Edition
Post by: Chummer 5 is Alive on <10-31-19/0944:15>
Chummer stopped working in XP because there was functionality I needed from .Net 4.5 that I didn't want to reimplement or work around in .Net 3.5; the fact that it was a deprecated OS was largely incidental. At present I have no reason to assume I'd need to abandon support for Windows 7; the next logical step would be to .Net Core 3.0 and a cross-platform UI stack, which is fully supported by all modern operating systems.

As far as future development work goes, I have no interest in working on 6E from the games I've watched and played of it so far. Stefan Pelle's Genesis seems to be fine for that purpose so far.

I'll keep working on it as long as I find it fun and I'm able to do it; if I ever run out of issues that need to be worked on, I'll likely turn my attention towards integrating 4e into the codebase to support both editions and generate more work for myself.
Title: Re: Chummer for 5th Edition
Post by: Longshot23 on <02-10-23/0043:15>
Using version 5.225.0.

Having a strange problem with saving a character build - it's like the save process just hangs midpoint.