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Automatically exported from code.google.com/p/chummer
The remaining content from the Shadowrun 2050 sourcebook needs to be added.
Done up to the start of Electronics on 177.
Original issue reported on code.google.com by [email protected]
on 24 Oct 2012 at 2:10
What steps will reproduce the problem?
1. Create a New Character, select any Shapeshifter metatype, and hit OK.
2. Select from the Special Menu, any other Shapeshifter metatype, hit OK.
3. There is no Critter tab shown with Critter Powers.
What is the expected output? What do you see instead?
There should be a Critter tab visible with the Critter powers appropriate for
the new Shapeshifter Metatype.
What version of the product are you using? On what operating system?
Observed with Build 445, on both Windows 7 & Windows 8.
Please provide any additional information below.
This persists in saved characters, I've attached a sample file that was
generated with this procedure that demonstrates the problem.
Original issue reported on code.google.com by [email protected]
on 15 Feb 2013 at 11:40
Attachments:
Requsted by KnightAries on Dumpshock.
Optional Rule: Break up skill groups during character creation.
SR20A Pg 68
Original issue reported on code.google.com by [email protected]
on 24 Oct 2012 at 2:09
Requested by almost normal on Dumpshock.
A request, if possible. I'm not allowed to change the percentage cost of
animals. I'd like to be able to, to represent trained or fertile animals.
Original issue reported on code.google.com by [email protected]
on 24 Oct 2012 at 2:13
Requested by KnightAries on Dumpshock.
Feature request:
I'm asking for commlinks to be it's own section like weapons, gear, armor, and
life style.
With basically all the matrix gear there.
headware commlinks can fall under it with the ability to show or be modified
kinda like grenades are.
Agents/IC/Pilot programs can be handled like spirits/sprites
Comments from Nebular
There should be a dedicated tab for Commlinks that lets a player manage all of
the Commlinks from one tab, enabling and disabling them as needed. Only one
Commlink would be allowed as "Active" at a time to contribute towards Matrix
Initiative.
Original issue reported on code.google.com by [email protected]
on 24 Oct 2012 at 2:12
Requested by valavaern on Dumpshock.
Also, I'd like to re-itterate my request to be able to adjust the skill/skill
group caps (for making more advanced characters) without having to use the
'ignore character creation rules' option.
Original issue reported on code.google.com by [email protected]
on 24 Oct 2012 at 2:11
As of 2012-01-20 Chummer Build 441 does not run on MacOS or Linux/BSD operating
systems.
Still the latest stable version of Mono (2.10.8) has not implemented the
SplitContainer class for the System.ComponentModel.ISupportInitialize interface
as defined by .Net 4.0 and consequently required for Chummer.
In the current beta release of Mono (3.0.3) this issue is fixed, but this
version also fails due to many other issues concerning the incomplete .NET 4.0
implementation.
Latest stable (1.4.1) and development (1.5.22) releases of WINE only work
partially, because WINE still is not fully compatible with .Net 4.0.
Unfortunatly some unhandled exceptions in calculations for cyber-/bioware e.g.
prevent you from creating a new character.
This is a generic bug report. Chummer is a great piece of software and the most
feature-rich and complete character generator for a pen and paper roleplaying
game I ever came across. Please consider the use of cross-platform libraries
for future development (for a new version for SR5 e.g.).
Thank you for making Chummer available as free and open source software.
Original issue reported on code.google.com by [email protected]
on 24 Jan 2013 at 1:31
Reported by valavaern on Dumpshock.
Error found: Program Suites (such the FTL Matrix Wizard) cannot be gotten in
hacked form, like the normal matrix programs (and program bundles listed in
that category) can.
Original issue reported on code.google.com by [email protected]
on 24 Oct 2012 at 2:13
Requested by Hellfire on Dumpshock.
it would be great if you could add the possibility to create a free sprite, in
the same way that you added the free spirit.
Currently you can only select specific sprites which have limited options of
possible complex forms (for example you cannot create a machine sprite with a
spoof complex form, a free sprite could however have such a combination).
Information on these can be found on Unwired 157.
Original issue reported on code.google.com by [email protected]
on 24 Oct 2012 at 2:07
Requested by McDougle on Dumpshock.
Just noticed something that bugs me every time I open a Char in Chummer(or took
the time to mention it ^^ ):
When you open up a tab(like Gear) the Locations are always expanded... It would
be grand if they would be collapsed(or if we could choose our favorite option
in the options wink.gif ).
Further comments from SpellBinder.
Just thought of another functionality bit, something that can help for those
characters that have tons of gear with sub-menus (like a rigger with a dozen
different vehicles/drones). Would it be possible to have Chummer remember if a
parent item has an expanded or compressed list when a file is saved and/or
loaded? Would it also be possible to have vehicles/drones put into categories,
like the gear & weapons & armor & such can be?
Comments from Nebular
This should be added as an option if possible.
Original issue reported on code.google.com by [email protected]
on 24 Oct 2012 at 2:09
repro steps
1. Create new character
2. Give the character SINner (Standard)
Trust Fund does not appear in the list of positive qualities
Version 0.0.0.439
Original issue reported on code.google.com by [email protected]
on 12 Jan 2013 at 2:33
Requested by Hellfire on Dumpshock.
could you add the option to delete custom PACKS kits in the program?, because
once they are in there you are stuck with them, even if you made some errors or
the gear does not work as intended (see above). Of course you can delete the
whole custom file, however that means you have to start from scratch with
everything custom.
Original issue reported on code.google.com by [email protected]
on 24 Oct 2012 at 2:07
Requested by Makki on Dumpshock.
are you planning on adding training cost for animals? It's Running Wild p.35
Maybe as "plugin" for animals in the gear section?
Comments from Nebular
For now this can at least be handled in Career Mode by creating a manual
Expense Entry.
Original issue reported on code.google.com by [email protected]
on 24 Oct 2012 at 2:14
What steps will reproduce the problem?
1. Create new Character, ignore building rules for convenience
2. Set AGI = 5, REA = 5, Nuyen 50 points
3. Add Synaptic Booster 1
4. Add Heavy Military Armor
5. Check Common TAB, no penalty for REA but not for AGI
6. Remove Synaptic Booster
7. Check Common TAB, penalty for REA and AGI
What is the expected output? What do you see instead?
The REA attribute should receive the same penalty as AGI
What version of the product are you using? On what operating system?
Version 0.0.0.458
Please provide any additional information below.
Checking the corresponding Code in the frmCareer.cs I find that Values SHOULD
be applied correctly:
// Remove any Improvements from Armor Encumbrance.
_objImprovementManager.RemoveImprovements(Improvement.ImprovementSource.ArmorEncumbrance, "Ballistic Encumbrance");
_objImprovementManager.RemoveImprovements(Improvement.ImprovementSource.ArmorEncumbrance, "Impact Encumbrance");
// Create the Armor Encumbrance Improvements.
if (_objCharacter.BallisticArmorEncumbrance < 0)
{
_objImprovementManager.CreateImprovement("AGI", Improvement.ImprovementSource.ArmorEncumbrance, "Ballistic Encumbrance", Improvement.ImprovementType.Attribute, "", 0, 1, 0, 0, _objCharacter.BallisticArmorEncumbrance);
_objImprovementManager.CreateImprovement("REA", Improvement.ImprovementSource.ArmorEncumbrance, "Ballistic Encumbrance", Improvement.ImprovementType.Attribute, "", 0, 1, 0, 0, _objCharacter.BallisticArmorEncumbrance);
}
if (_objCharacter.ImpactArmorEncumbrance < 0)
{
_objImprovementManager.CreateImprovement("AGI", Improvement.ImprovementSource.ArmorEncumbrance, "Impact Encumbrance", Improvement.ImprovementType.Attribute, "", 0, 1, 0, 0, _objCharacter.ImpactArmorEncumbrance);
_objImprovementManager.CreateImprovement("REA", Improvement.ImprovementSource.ArmorEncumbrance, "Impact Encumbrance", Improvement.ImprovementType.Attribute, "", 0, 1, 0, 0, _objCharacter.ImpactArmorEncumbrance);
}
Giving AGI and REA the same penalty!
Having a look at the definition of Synaptic Booster and for example Reaction
Impovement (which doesn't result in this "bug" as I know so far) they have the
same definition:
<bioware>
<name>Synaptic Booster</name>
<category>Cultured</category>
<rating>3</rating>
<ess>Rating * 0.5</ess>
<capacity>0</capacity>
<avail>(Rating * 6)R</avail>
<cost>Rating * 80000</cost>
<bonus>
<initiativepass>Rating</initiativepass>
<specificattribute>
<name precedence="1">REA</name>
<val>Rating</val>
</specificattribute>
</bonus>
<source>SR4</source>
<page>347</page>
</bioware>
<cyberware>
<name>Reaction Enhancers</name>
<category>Bodyware</category>
<rating>3</rating>
<ess>Rating * 0.3</ess>
<capacity>0</capacity>
<avail>(Rating * 5)R</avail>
<cost>Rating * 10000</cost>
<bonus>
<specificattribute>
<name precedence="1">REA</name>
<val>Rating</val>
</specificattribute>
</bonus>
<source>SR4</source>
<page>342</page>
</cyberware>
So I can find nothing wrong in the sourcecode and definition of the items.
Original issue reported on code.google.com by [email protected]
on 11 Apr 2013 at 8:54
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