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Alternate weapon modes

Open chummer5hasanerror opened this issue 6 years ago • 6 comments

  • [ ] Rifle-butt, pistol-whip melee attack profile
  • [ ] Microwave Gun attack profiles (High/Low-energy setting) #3330
  • [ ] Bayonets and other accessories that add attack profiles #3321
  • [ ] Weapon accessories that modify concealability #4165
  • [ ] Weapons with alternate profiles (Collapsible weapons, etc.) #4192

chummer5hasanerror avatar Dec 31 '18 17:12 chummer5hasanerror

"Rifle Butt" and "Pistol" (As in smack them with the butt of your rifle, and pistol whip someone) are indeed in Chummer as improvised weapons, per Run & Gun.

The very first thing Core tells you about Weapon Foci is:

screen shot 2019-01-04 at 11 44 05 am

A weapon focus on a rifle is indeed legit; however, per RAW it won't give you any bonus to ranged attacks, only melee. Per Run & Gun, a melee attack with a Rifle or a Pistol is legit (grab Melee Hardening and you can smack someone with it using your Clubs skill). I can understand being frustrated at individuals who don't read the text for weapon foci and don't understand why chummer reflects the correct mechanics instead of what they assumed would happen, but this seems to be a PEBCAK issue, rather than an actual issue within Chummer itself.

I suggest showing this entry to whoever is frustrating you with this, and directing them to page 320 of the core rulebook.

The only real room for an improvement I can see on this is to make it so, when adding the "Pistol" or "Rifle Butt" improvised weapons, you must select what weapon they are linked to. And when you add the Weapon Focus, you must pick the Pistol or Rifle butt melee weapon, rather than the gun itself.

Teksura avatar Jan 04 '19 20:01 Teksura

you seem to be misunderstanding the intent:

The secondary objective is to enable proper tracking/calculation of weapon foci by the program. Currently, the program does not display or compute any bonus from weapon foci. It should have some sort of addable Accessory that gives a +Rating bonus (if bound) to using that specific weapon, and this would be displayed in the relevant weapon specific pool areas. Optimally, this would populate as an accessory automatically onto the weapon its purchased for when selected in the drop-down menu. Minimally, it should populate the relevant dice pool totals with the dice bonus.

The goal is that whenever a ranged weapon is purchased, the program will also populate a listing for the 'strike effect' with the weapon itself, in addition to populating the existing information. This can be done via A) auto-adding an additional weapon (not from a new drop-down or field as is present) as an effective extra 'under-barrel weapon' like the AK98's Grenade Launcher; -This would be akin to whats already been done in-program re:fake licenses/SINS; since you cannot hit someone with a gun you don't have, just like you cant get a fake license if you have no Fake ID to fill out the 'paperwork' with, then you shouldn't be able to have 'pistol' or 'rifle butt' without the actual pistol or rifle to hit/strike them with.
or B) adding additional display to what is presently displayed with in the Weapon info field area that display something akin to 'Melee Attack Pool' and 'Melee Damage' along with the existing info like range increment and Damage value.

The addition of a 'strike effect' field when purchasing a ranged weapon would also enable the ability to track ranged weapons as a weapon foci without requiring the present workaround of buying multiple 'pistol/rifle butt' items and attempting to track them to specific foci and guns. This would also have the fringe benefit of preempting the large collection of complaints/questions regarding why 'this doesn't add to my gun dice pool??' that will happen after any form of weapon focus dice effect tracking is implemented.

chummer5hasanerror avatar Jan 07 '19 02:01 chummer5hasanerror

I've been considering ways to implement this issue as well as issues #1848 and #1968 .

The necessary guid links are present in the character file:

  1. The focus has a guid gear

  2. The focus has a "gearid" specifying the guid of the entry of the weapon focus focus

  3. The "improvement" has a "sourcename" specifying the guid of the "gear" entry of the weapon focus improvement

Displaying focus details in the Character Viewer If the Chummer5a code is modified to supply the focus data in the XML file (used by the Character Viewer) as as a "weaponmod" or an "accessory" to the "weapon" group. This would then be processed by the existing code in "Shadowrun 5 set.xslt" (approx line 1766) that prints any accessories/weapon mods of a weapon.

Ideally the fact that it is a focus would be indicated (for a later minor modification to the character sheet to show it is a focus) - perhaps a flag of some sort? The "accessory" group doesn't have an obvious field and I couldn't find an example of the "weaponmod" group or figure out how to create one.

Displaying ranged weapons in the melee section Perhaps the ranged weapon with the focus could be repeated in the XML file as an improvised melee weapon? This would include the appropriate damages (including club not bullet, and STR instead of AGI as appropriate) and the focus data (as above). This improvised weapon would then be included with the regular melee weapons in the Character Viewer, with the focus details shown in the same way as above.

Summary of code changes

  1. Provide the details of the weapon focus with the weapon
  2. Provide an 'Improvised Weapon' version of the ranged weapon that has a weapon focus.

Lochabar avatar Jan 09 '19 14:01 Lochabar

Part of my plan to tackle #3330 involves the creation of attack profiles for weapons. This will allow for a weapon to list all the modes of attack it has with accordant dicepools, DVs and AP modifiers and such. Pistol-whipping and such will be baked into that; I just need to make some decisions on UI (I would trade my kingdom and many riches for a tame UX dev, I swear) and backend implementation logic.

Weapon mods are legacy items from 4e, there's no remaining code attached to them.

chummer5a avatar Jan 21 '19 04:01 chummer5a

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions.

stale[bot] avatar Sep 08 '20 22:09 stale[bot]

Don't forget that in order to get bonus dices from a weapon foci you need to activate it. So in order to introduce extra dices from a weapon foci to weapon skill dice pool you need to hit some sort of "Activate" button ot toggle "Activate" icon.

AGulyaev12 avatar Nov 18 '20 10:11 AGulyaev12