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Chummer5a - Charaktergenerator


Skarablood
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Ich habe die Autos jetzt mal hinzugefügt, habe aber keine Ahnung, wie das wirklich mit dem Requesten funktioniert, ich glaube ich habe das nicht für die Zieldatei requested sondern für mich irgendwie...

Wenn also irgendwer das eintragen will, hier ist mein Code (Die richtigen Seiten aus dem Buch werden nachgetragen)

 

EDIT: Hab es wohl irgendwie hinbekommen, daher nehme ich den Code wieder raus

Edited by blubderapo
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  • 2 weeks later...

Ach ja, Boni werden richtig kalkuliert aber nicht angezeigt ...

 

Bei Fahrzeugen wäre es einfacher die Modifikationen nach Kategorien angezeigt zu bekommen, aber das geht nur für Powertrain ...

 

Der erwartet, dass ich für jeder fahrzeuggebundene Waffe "Geschütze" lerne, obwohl ich manuelle Kontrolle kaufe ...

 

:-(

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Crasht immer noch, sobald ich den Lebensstil meiner Gruppe anwähle ....

 

Handelt es sich dabei um einen alten Charakter? Die sind nicht immer kompatibel.

 

Der erwartet, dass ich für jeder fahrzeuggebundene Waffe "Geschütze" lerne, obwohl ich manuelle Kontrolle kaufe ...

 

Ist das nicht richtig?

 

Crasht, sobald ich den Drucker anwähle ...

 

Ach ja, Boni werden richtig kalkuliert aber nicht angezeigt ...

 

Bei Fahrzeugen wäre es einfacher die Modifikationen nach Kategorien angezeigt zu bekommen, aber das geht nur für Powertrain ...

 

Bug und Feature-requests besser hier angeben: Github

Edited by Skarablood
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Der erwartet, dass ich für jeder fahrzeuggebundene Waffe "Geschütze" lerne, obwohl ich manuelle Kontrolle kaufe ...

In der aktuellsten Auflage werden fahrzeugmotierte Waffen nun auch bei manueller Bedienung mit "Geschütze" abgefeuert.

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  • 3 weeks later...

Chummer 5.184.0 ist veröffentlicht worden! Download hier.

Neuerungen (jetzt mit mehr Infizierten-Unterstützung!):

Application Changes:

  • New ImprovementType: ReplaceAttribute. This allows you to replace the metatypeminimum or metatypemaximum with another value. Intended to be used for infected.
  • Fixed an issue where Chummer warned about free Knowledge Skills still being available instead of Active Skills.
  • Fixed incorrect rounding for Weapon Ranges.
  • Fixed incorrect rounding for Armor capacity.
  • Fixed incorrect rounding for Armor Mod capacity.
  • Fixed incorrect rounding for Gear capacity.
  • Properly allowed the 'free item' checkbox to be visible even in character creation. Fixes #1059.
  • Added an option to toggle all sourcebooks on and off in the Options menu. Fixes #971.
  • Attempting to add gear with the 'Stack' checkbox selected in career mode will only cause items to stack if they have the same child items by default. This prevents loaded spare clips from duplicating, for example. Fixes #1015.
  • Fixed an incorrect label for skill improvements in the Karma/Nuyen Expense History. Fixes #1046.
  • Fixed an issue that caused knowledge skills to revert their type to Interest. Fixes #1056.
  • Added an option to treat arms and legs as the only limbs to average cyberlimb stats off, instead of the skull and torso that are suggested by RAW. As part of this, the options have been broken out into a new XML file, options.xml. Minor design note, I intend to eventually have every calculation variable kept outside of the application logic itself; this will allow GMs to configure their characters as they wish.
  • Fixed an issue with Adept Powers with multiple levels granted by a Mentor Spirit not apply properly. If your character is affected by this, you should be able to use the Reapply Improvements option in the Special menu to recalculate it properly. Fixes #1057.
  • Added an option to give cyberware a markup cost in career mode. Fixes #1072.
  • Fixed an issue that prevented knowledge skill ratings from updating correctly when adding bonuses from sources like cyberware. Fixes #1073.
  • Fixed a rare issue where the Metagenetic Improvement quality could cause crashes when reapplying Improvements. Fixes #1038.
  • Added a menu option in the Special menu to confirm that a character is ready to move into Career mode. Fixes #1053.
  • Fixed an issue that prevented more than one Spare Clip from adding additional Ammo slots.
  • Fixed an issue that prevented dicepool/rating modifiers from being visible to character sheets.
  • Added a Display Category for skill categories. In practice, this means that printouts will use the localised name for skill categories instead of the default English. If you need to use the English string in a character sheet for some reason, use the value skillcategory_english instead.
  • Fixed an issue with adept powers that have specified maximum ranks causing a crash.
  • Fixed an issue where changing your priority selection would remove MAG/RES-linked skills.
  • Fixed a issue where Chummer would crash if, while searching for a spell, no matches was found.
  • Added a character roster to manage characters. There is an option to specify a folder to monitor in the Options menu, under Character and Printing.
  • Fixed a crash issue for characters that have cyberlimbs.
  • Fixed some crash issues with custom PACKs kits with lifestyles.
  • Fixed some issues with adding multiple non-Ammunition items to other items, ie adding trauma patches to a medkit. May have some issues, but should be functional. Fixes #814.
  • Fixed a crash issue caused by adding too many Enemies in creation mode.
  • Added some code to suppress errors caused by faulty XSL transforms in character sheets.
  • Implemented the Blackmail and Family options for contacts.
  • Removed some code from the SelectAttributes improvement that caused it to pass the selected value up to the bonus source. Generally speaking, prevents Infected qualities from getting (BOD) or whatever added to their treenode.
  • Added a new Improvement Type: MovementMultiplier. This is used to increase or decrease the multiplier for Running and Sprinting from x2/x4.
  • Fixed a UI issue that prevented attribute bonuses from showing properly if the value made it into double digits.
  • Changed the code to calculate character movement rates. To do this, I've added three attributes to the metatype: Walk, Run and Sprint. Each of these is split into three number (Walk, Swim and Fly in order).
  • Temporarily removed the CalculatedMovementSpeed tooltip from caeer and creation mode until it gets refacted.
  • Added a workaround to prevent crashes when loading characters with empty knowledge skills. Fixes #1099.
  • Refactored how the PDF options work; instead of being hard-coded with a bunch of check-boxes, it's now possible to generate your own parameters. Standard parameters have already been included in options.xml, but the default options are not necessarily a match for your previous settings.
  • The "ignoreprecedence" improvement attribute has been renamed to "precedence-1".
  • The initiativepass and initiativepassadd improvements now utilise precedence values to manage their stacking; this allows adding Improvements that will always apply, such as the Infected Initiative die bonuses.
  • Fixed an issue with Cyberlimbs that caused a crash when printing.
  • Fixed an issue that prevented the Knowledge/Contact multiplier house rules from enabling correctly.
  • Changed the string Tip_SkillsKnowledgeSkills to display the correct multiplier entry.
  • SHOULD have fixed an issue where Active Skill controls would overlap the Skill Group controls while in higher-DPI settings, blocking the karma numericupdown in creation mode.
  • Added proper translation for the quality nodes in the Select Advanced Lifestyles form.
  • Fixed an issue with the Matrix condition monitor.

Data Changes:

  • Fixed the Infected qualities to work according to the rules. Characters with previous versions of the quality should reapply their improvements, characters that used the terrible metavariant idea will not load properly and should be rebuilt from scratch. If you've been affected by this, please get in contact with me and I'll fix your character for you. Mostly fixes #689.
  • Removed the Infected metavariants.
  • Added a missing bonus node to the YNT Softweave armour mod.
  • New XML file, options.xml. Used to store values for configurable default settings.
  • Fixed missing statistic weaknesses for various Infected qualities. Fixes #689.
  • Fixed an issue with the Deformity(Quasimodo) quality that caused it to affect Perception incorrectly. Fixes #1087.
  • Added Naga Venom, and corrected page references for Hard Targets Toxins.
  • Corrected the fire mode for the Ares Vigorous Assault Cannon.
  • Fixed an issue with the Reaction Optimization bioware not applying its initiative bonus.
  • Added a requirement for the Reaction Enhancers cyberware in order to take Reaction Optimization.
  • Fixed an issue with the Infected: Vampire quality that caused a crash.
  • Removed old Metavariant entries for Infected metavariants from the Priority sheet.
  • Added the appropriate Initiative and Movement Multiplier bonuses for the Bandersnatch, Dzoo-Noo-Qua, Goblin, Harvester, Loup-Garou, Mutaqua, Nosferatu, Vampire and Wendigo.
Edited by Skarablood
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  • 1 month later...

Mit an Sicherheit grenzender Wahrscheinlichkeit nicht, solange es kein Deutscher macht. Shadowrun 2050 ist auf englisch im 4er System erschienen, und nur auf deutsch im 5er - d.h. kein Amerikaner/Engländer kann es einpflegen. Wenn ich mehr Zeit hätte, würde ich mich drum kümmern, aber momentan wird das schwer.

 

Außerdem sind wir mittlerweile schon bei Chummer-Version 5.186 angekommen. Changelog 5.185 - Changelog 5.186.

 

Aber ACHTUNG: 5.186 hat einen Fehler bei erwachten Charakteren im Karmasystem. Ist in der aktuellen Nightly-Version 5.186.5 schon wieder korrigiert, aber wer grundsätzlich nur reguläre Releases runterlädt, sollte bis 5.187 warten.

Edited by Skarablood
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Eigentlich sollte es nicht all zu schwer sein das Gear ein zu Pflegen.

Das xml Format ist ja klar definiert auch wenn das im Wiki beschriebene Format scheinbar eine Ältere Version ist. z.b. http://www.chummergen.com/chummer/wiki/weapons-xml.ashx
Aber aus irgendwelchen Gründen scheint er die custom_weapon.xml die ich geschrieben hab nicht zu akzeptieren.

Es liegt nicht an den GUID's da habe ich brav neue generiert.

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Richtig, das im Wiki beschriebene Format ist für Chummer4. Ob es Sinn macht, da eine eigene custom_weapon.xml zu schreiben, ist die andere Frage. Man kann die Items genausogut in die bestehenden weapons/armor/etc.xml einpflegen. Man müsste dann nur als Quelle ein Buchkürzel für Shadowrun 2050 angeben und dem Entwickler Bescheid geben. Dann würde SR 2050 ein Regelbuch wie alle anderen werden, dass man in den Optionen einschalten kann.

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