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Argent
post Apr 26 2011, 01:42 AM
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Augmented attribute stops at (9) up until an augmented value of 12 then disapears totally once the augmented attribute reaches 13. The attributes are much better to understand now. Thanks.
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Nebular
post Apr 26 2011, 04:34 AM
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Argh! Found that I'm capping Attributes at the Metatype Augmented Maximum, not its Total Augmented Maximum (which includes modifiers to the Metatype Augmented Maximum). Thankfully this only affects what's shown and not the save file. Also found that the Improved Physical Attribute Adept Power always uses a value of 1 instead of Rating.

I'm hoping to have Initiation and Submersion done by Wednesday night, so I'll probably have another update around then which will also fix the above blunders.

Also on the to do list is to re-do the sample characters from SR4A, enter the Sample Grunts from SR4A, and Contacts from Contacts and Adventures to put it through its paces and build up the base library of pre-built NPC save files for GMs.

I think the character generator portion itself is almost done with the exception of Initiation and Submersion. All of the Qualities, Gear, Ware, Weapons, Armor, Metatypes/Metavariants, Spells, Powers, Programs, Skills, Mentor Spirits, Martial Arts, and Foci support that I can find are there. I hope I haven't overlooked anything. Once those missing pieces are done and there's been some time to make sure no funny quirks pop up, I'll be moving on to writing the stuff to maintain characters through their career. The core stuff needs to be done and working before I'm ready to move on to that though, so if I've overlooked anything for building a character from scratch, now's the time to tell me. (IMG:style_emoticons/default/smile.gif)
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Leoric
post Apr 26 2011, 12:20 PM
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Very Nice release as usual!
Here are some bug report / comments:

- The essence loss doesn't seems to be calculated correctly: the lowest essence cost (cyber or bioware) is not halved.
- Augmented attributes from cyberlimbs is calculated weirdly, it seems to take into account only attribute enhancements, but not the cyberlimb customization. Additionaly, the augmented attribute is "natural" + "highest enhancement", where it should be the averaged value of the limbs.
- I think it would be great if all tabs & select menus where streamlined, using the same system as the spell selection menu: items arranged by "categories" accessibles by clicking on a cross, and a search function. It could be extended to qualities list, maybe skills too?
- Are you planning to add new tabs? A tab dedicated to hacking where you can buy & customize your matrixware, maybe the same used for technomancer? I think it would be more ergonomic to have these gears on dedicated tabs instead of having them lost in a very large list of "stuffs".

Again, Great Job! (IMG:style_emoticons/default/smile.gif)
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Argent
post Apr 26 2011, 03:29 PM
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Debugging/Requests:

Was playing around with weapon and vehicle mods and found a few things.
Weapons
1. Can you display information for mods/acc like you do for vehicle mods? (ei. Cost, slots, avail, etc) currently it is totally blank for each mod/acc but costs are calculating correctly though.

2. Can you display how many slots are left like you do for vehicles?

3. Can you include descriptions of what mods/acc do? I would be willing to type out all the descriptions for you. Just tell me what the required format would be.

Vehicles
1. When moding weapons on the vehicle page, the prices are not calculating at all for both mods and acc. Also, the displays for each mod/acc are defaulting to the weapon display info instead of the mod information.
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Argent
post Apr 26 2011, 04:01 PM
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Debugging/Requests:

Don't know if someone mentioned this already.

Adept Powers
1. the way you have the powerpoints / remaining are reversed I think and it is a bit confusing.
Currently displayed: Power Points: 0.25 / 1 Remaining
Less confusing way: Power Points: 1 / 0.25 Remaining

2. I think the program will not let you get to an even 0. I have one power point, I selected Blind Fighting .5 and critical strike rating one for .25 for a total of .75. So when I adjust crit strike to rating 2 for .5 it should allow it but currently it displays a warning window "your power level cannot exceed your MAG score".

Thanks.
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Vulcanisik
post Apr 26 2011, 07:48 PM
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I might have missed this somewhere, but is it possible to print out the Character Info panel? When I went to print character it only printed out the basic character sheet.

Is there a way I could modify the XML of the the current character sheet to include that information somehow or would it require more coding from you?
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Vulcanisik
post Apr 26 2011, 08:27 PM
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Okay, so I realize that post wasn't very informative, let me give you a better description of the problem.

I've noticed that when you put info into your Description, Background and Concept fields in the generator that this information isn't actually printed out on the character sheet. The only information that IS printed out is the Notes field.

I looked at your Shadowrun 4.xsl sheet and I'm guessing that the place for this information to be printed out should be getting produced somewhere around this area of your sheet.

CODE
<xsl:value-of select="name" />
<xsl:if test="rating != 0"><xsl:text> </xsl:text><xsl:value-of select="rating" /></xsl:if>
<xsl:if test="extra != ''"> (<xsl:value-of select="extra" />)</xsl:if>
<xsl:if test="position() != last()">, </xsl:if>
</xsl:for-each>
</td>
</tr>
</xsl:if>
</xsl:for-each>
</xsl:template>

<xsl:template name="PreserveLineBreaks">
<xsl:param name="text"/>
<xsl:choose>
<xsl:when test="contains($text,'&#xA;')">
<xsl:value-of select="substring-before($text,'&#xA;')"/>
<br/>
<xsl:call-template name="PreserveLineBreaks">
<xsl:with-param name="text">
<xsl:value-of select="substring-after($text,'&#xA;')"/>
</xsl:with-param>
</xsl:call-template>
</xsl:when>
<xsl:otherwise>
<xsl:value-of select="$text"/>
</xsl:otherwise>
</xsl:choose>
</xsl:template>
</xsl:stylesheet>


If I knew what value you were attributing to the Description, Background and Concept fields I might be able to alter the XSL sheet myself to make sure this information is being printed out along with the rest of the sheet. Also, sorry again if I'm missing this, but I actually don't see where Lifestyle is being added to the sheet, maybe it's missing? Lastly, is there anyway you can set up a way for your starting Nuyen to print out when creating a character for the first time?
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Nebular
post Apr 26 2011, 09:54 PM
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Ahem... D'OH! I can't believe I forgot about Lifestyles on the sheet. I was debating if the Description, Background, and Concept fields should be on there as well if they were populated and decided not to. Apparently I decided incorrectly. (IMG:style_emoticons/default/smile.gif) They're not even part of the XML that is generated for the printout. It's about a whole minute worth of work to put it in the output and on the character sheet, so I'll chuck that in this evening while I'm working on everything else. I'm thinking the basic rule should be write everything to the XML output and let the character sheets show what they want.

I was considering adding in descriptions for items like the mods, accessories, and things like Qualities and Spells. I'm extremely hesitant about putting those in, however, because that seems to be the part that publishers take an exception with. It's essentially negating the need for people to buy the book which is why I went with the Sourcebook and Page route instead.

The other points from the above posts have been added to my list of things to do, so they'll get done. (IMG:style_emoticons/default/smile.gif)
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Vulcanisik
post Apr 26 2011, 10:19 PM
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QUOTE (Nebular @ Apr 26 2011, 01:54 PM) *
Ahem... D'OH! I can't believe I forgot about Lifestyles on the sheet. I was debating if the Description, Background, and Concept fields should be on there as well if they were populated and decided not to. Apparently I decided incorrectly. (IMG:style_emoticons/default/smile.gif) They're not even part of the XML that is generated for the printout. It's about a whole minute worth of work to put it in the output and on the character sheet, so I'll chuck that in this evening while I'm working on everything else. I'm thinking the basic rule should be write everything to the XML output and let the character sheets show what they want.

I was considering adding in descriptions for items like the mods, accessories, and things like Qualities and Spells. I'm extremely hesitant about putting those in, however, because that seems to be the part that publishers take an exception with. It's essentially negating the need for people to buy the book which is why I went with the Sourcebook and Page route instead.

The other points from the above posts have been added to my list of things to do, so they'll get done. (IMG:style_emoticons/default/smile.gif)


Thanks a lot man, you're the best! I also agree with not including the descriptions because that kind of does go over the line as far as their content is concerned. Having the page number and book is awesome for reference. The only thing I'm noticing that doesn't have that however are the Qualities. Currently qualities do not print out book and page number when they get spit out onto the character sheet. However I think most people will have a good idea of what they want on their character before they use this generator anyway. So it's not really that necessary.

Also, allowing the print out of Description, Background and Concept allows for people to put in any information they want to that might be relevant for skills and abilities anyway.

One last thing, I'm not sure why, but currently it's not possible to cut and paste in the Description, Background, Concept and Note fields. If that's something that requires way too much code, nevermind, just find it odd that its not possible to do.
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Bigity
post Apr 27 2011, 12:17 AM
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Don't get burned out (IMG:style_emoticons/default/smile.gif)
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Nebular
post Apr 27 2011, 12:55 AM
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Whoops. Qualities will show their source and page info on the character sheet in the next update. Just put that in. I noticed the Cut/Copy/Paste thing earlier today while I was playing around as well. The problem was that there were Cut/Copy/Paste items in a default menu that I hid and were assigned the keys Ctrl+X, Ctrl+C, and Ctrl+V but didn't actually do anything. Apparently just deleting those hidden items get the keys working again, so also fixed in the next update.

QUOTE (Bigity @ Apr 26 2011, 06:17 PM) *
Don't get burned out (IMG:style_emoticons/default/smile.gif)


Believe me, I plan on taking a day off from this in the next week or so. I've worked on this every day since some time in mid-February so the brain is getting a little squishy. (IMG:style_emoticons/default/spin.gif)
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Vulcanisik
post Apr 27 2011, 01:11 AM
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I feel like I should send you a fruit basket or something in thanks ha.
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ggodo
post Apr 27 2011, 02:13 AM
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This feels a bit selfish, but I gotta ask for getting the Martial Arts quality working. I've yet to find a CharGen that does that, and I have a couple of players that are begging.
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Nebular
post Apr 27 2011, 12:50 PM
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The Martial Arts Quality should be working, though it's a little different from the rest since it has so many options. The Martial Arts Quality in Chummer has a cost of 0 BP. When you select it, the Martial Arts tab gets added. From there you can add your Martial Arts, change their Rating, select Advantages, and add Combat Maneuvers. The Martial Arts and their selected Ratings count towards the Positive Quality BP total. This was the only way I could come up with getting Martial Arts support put in without creating a Positive Quality for each Martial Art and Rating combination as well as letting people select their Advantages and Maneuvers. Hopefully this makes sense. (IMG:style_emoticons/default/smile.gif)

Edit: I've added a HowTo article for this on the Chummer Wiki since it's different from the other Qualities and I'm planning on getting some documentation up there in the future. This seemed like a good place to start. http://www.dndjunkie.com/chummer/wiki/Martial-Arts.ashx
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whatevs
post Apr 27 2011, 03:15 PM
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It seems like i'm reporting less suggestions and technical issues every update. That says a lot nebular. Well done.

Technical issues:

- enemies and karma gen. Added vendetta and wanted negative qualities, then it barfed when i tried to add an enemy.
- minor minor thing: accessories need to be allowed for defiance protector (taser) to get a concealable holster/spare clips. Modded the xml on my own, just thought i'd mention it. Not sure if this applies for weapons with similar builtin accessories as well.

Suggestions:

- remember open spell/gear group and selected item when pressing 'add&more'
- (this one would probably be a lot of work) now that page number and book is defined for each item, how about a text descriptipn? EDIT: just saw the post about 'crossing a line' above. If you're not comfortable doing it using text compiled from the books, how about a 'notes' node in the .xml's that displays for each item in chummer? That way, we could add our own custom notes.
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ggodo
post Apr 27 2011, 04:38 PM
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Thanks, Nebular. It turns out I was clicking the wrong things. I feel like an idiot, but praise you for having the quality functional. This alone makes it the best chargen I've used
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Argent
post Apr 27 2011, 04:52 PM
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Debugging:

Ok found something else. Making an ogre rigger. Gave him metagenic improvement logic, displays correct min/max. Raised his logic to 5, then bought cerebral booster rtg 3. His augmented logic should be 8 but it freezes at 7. I think the program is still thinking his racial max is 5 so his aug max would be 7.
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LonePaladin
post Apr 27 2011, 05:44 PM
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Quick suggestions.

On the 'spare clips' firearm addon, please turn on the Quantity control.

Can cybereyes and ears have the rating adjuster, rather than an individual entry for each level? Having to totally remake the eye-kit just because you need to adjust the capacity is a bit of a pain.

On the gear list, I'd like to see a placeholder item, so that you can create packages that get lumped together.

Audio/Visual enhancers (like goggles, or earbuds) have a Capacity equal to their rating, and each enhancement takes up 1 from this. Right now, it's possible to add, say, six vision mods into a pair of contacts. Using the capacity system (like what you use for cyberlimbs) would take care of that.

Drones could use some love in the sensor category, perhaps as an extra item on the right-click menu (since they're technically not 'mods', but just a normal thing that all drones get). They'd have a Capacity based on the size of the drone, and the Improved Sensor Array mod would alter that. Also, these sensors can have mods attached (like adding low-light to a camera).
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Leoric
post Apr 27 2011, 05:54 PM
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QUOTE (Nebular @ Apr 27 2011, 02:50 PM) *
The Martial Arts Quality should be working, though it's a little different from the rest since it has so many options. The Martial Arts Quality in Chummer has a cost of 0 BP. When you select it, the Martial Arts tab gets added.


Suggestion: As MA quality costs 0, and costs are calculated from selected options in the MA tab, why not removing Martial Arts from qualities list, and showing the corresponding tab permanently?
As I remember, the famous NSRCG for SR2/3 used to have a tab for each aspect of a character, and I used to find it quite usefull.
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Nebular
post Apr 27 2011, 07:56 PM
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QUOTE (Argent @ Apr 27 2011, 10:52 AM) *
Debugging:

Ok found something else. Making an ogre rigger. Gave him metagenic improvement logic, displays correct min/max. Raised his logic to 5, then bought cerebral booster rtg 3. His augmented logic should be 8 but it freezes at 7. I think the program is still thinking his racial max is 5 so his aug max would be 7.

In my testing build this is coming up correctly, so it should be fixed in the next update.

QUOTE (LonePaladin @ Apr 27 2011, 11:44 AM) *
Quick suggestions.

On the 'spare clips' firearm addon, please turn on the Quantity control.

Can cybereyes and ears have the rating adjuster, rather than an individual entry for each level? Having to totally remake the eye-kit just because you need to adjust the capacity is a bit of a pain.

On the gear list, I'd like to see a placeholder item, so that you can create packages that get lumped together.

Audio/Visual enhancers (like goggles, or earbuds) have a Capacity equal to their rating, and each enhancement takes up 1 from this. Right now, it's possible to add, say, six vision mods into a pair of contacts. Using the capacity system (like what you use for cyberlimbs) would take care of that.

Drones could use some love in the sensor category, perhaps as an extra item on the right-click menu (since they're technically not 'mods', but just a normal thing that all drones get). They'd have a Capacity based on the size of the drone, and the Improved Sensor Array mod would alter that. Also, these sensors can have mods attached (like adding low-light to a camera).

I'll take a look at merging Cyberears/eyes into one. My original plan was to do this but realised why the book shows them as separate items: the Cost and Avail don't follow a fixed fomula (Rating x 500 for example). I MAY have a solution to that. I'll have to give it a try. I'd really like to just merge them altogether since they are technically the same items.

The Drone/Vehicle sensor thing was bugging me too. I started to think about it when I had first entered them but put it on the back burner. I'll have to look into this again.

QUOTE (Leoric @ Apr 27 2011, 11:54 AM) *
Suggestion: As MA quality costs 0, and costs are calculated from selected options in the MA tab, why not removing Martial Arts from qualities list, and showing the corresponding tab permanently?
As I remember, the famous NSRCG for SR2/3 used to have a tab for each aspect of a character, and I used to find it quite usefull.

This will be going in.
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Nebular
post Apr 27 2011, 11:08 PM
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QUOTE (Argent @ Apr 26 2011, 11:01 AM) *
2. I think the program will not let you get to an even 0. I have one power point, I selected Blind Fighting .5 and critical strike rating one for .25 for a total of .75. So when I adjust crit strike to rating 2 for .5 it should allow it but currently it displays a warning window "your power level cannot exceed your MAG score".

This is actually correct as far as I understand it. (IMG:style_emoticons/default/smile.gif) (SR4A 195, lower left corner under "Adept Powers"). If you only have 1 Power Point, then you only have a MAG score of 1. The maximum level you can have in any power is equal to your MAG score. In the case you illustrated, a MAG score of 1 means you can only have Critical Strike Rating 1. When you try to put it to Rating 2, it does not let you because that would exceed your MAG score. If you increase your MAG score to 2, you will then be allowed to put Critical Strike to Rating 2.
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Nebular
post Apr 27 2011, 11:29 PM
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More goodies!

Build 57
  • added support for Initiation and Submersion (only enabled when bulding with Karma since these require Karma to select)
  • added support for <livingpersona /> to the Improvement Manager which adjust a Living Persona's Attributes
  • corrected the Improved Attribute Adept Power's bonus
  • Attributes are now capped at the Metatype's Augmented Maximum with any modifiers to that value instead of the base Metatype Augmented Maximum
  • added Print to the File menu
  • character sheet now includes Description, Background, and Concept if they were filled in on the Character Info tab
  • Qualities now display their sourcebook and page number on the character sheet
  • Essence is now correctly calculated with the the higher of Cyberware and Bioware deducting the full amount and the lesser only deducting half
  • corrected the Essence cost for Cybereyes Rating 4
  • removed the empty Edit menu which restores the ability to Cut, Copy, Paste, and Undo in a text field
  • Martial Arts cost now calculates correctly when building a character with Karma
  • added support for FixedValue to be speicifed for Cyberware Capacity, Avail, and Cost which allows it to use values that do not follow a standard formula
  • merged Cybereyes Basic System, Eyeband, Single Cybereye, Cyberears, Dermal Sheath, Move-by-Wire, Wired Reflexes, and Stirrup Interface into a single pieces of Cyberware instead one for each Rating (this unfortunately may break saves that have the previous version of these components, but it's for the best!)
  • removed the Martial Arts Positive Quality and made the Martial Arts tab always visible
  • total cost for each piece of Cyberware now correctly ignores free plugins and deducts the right amount from character's Nuyen total
  • add Custom Placeholder to gear.xml to act as placeholders
  • Adept Power Points Remaining text has been changed to match the format for Cyberware Capacity Remaining to make it easier to understand
  • character sheet now includes Lifestyles
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redwulf25
post Apr 28 2011, 12:09 AM
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Just found this. Thanks for all your work on this. For some reason I can't find the enemies negative quality. Wouldn't infected and drakes be better as either a metavarient or given their own drop down menu like metavarients? currently they're listed as qualities and for the most part are priced so that it would look to an inexperienced player as if you aren't able to take them.
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Nebular
post Apr 28 2011, 12:27 AM
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Since Enemies are identical to Contacts, I put them in their own section below the Contacts on the first tab. Each Enemy's Connection + Incidence Rating counts towards the Negative Qualities BP total which appears on the right in the Build Point Summary tab.

I originally thought about making Infected and Drakes their own Metatype or Metavariant, but it has a few annoyances. The first is having to create each Infected variant for each Metatype and Metavariant combination which is a staggering amount of work. This would also mean that Metatypes that other users create and place in the customer_metatypes.xml file wouldn't be able to benefit from Infected variants or Drake unless they creates those as well. Keeping them as Qualities cuts down on the amount of work for everyone. But yes, the point totals do make it a little unclear. I introduce the colours to help illustrate that they don't count towards the Positive Quality BP total but it isn't actually explained anywhere. I'll have to put in some clarifying text at some point.
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redwulf25
post Apr 28 2011, 02:26 AM
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QUOTE (Nebular @ Apr 27 2011, 08:27 PM) *
Since Enemies are identical to Contacts, I put them in their own section below the Contacts on the first tab. Each Enemy's Connection + Incidence Rating counts towards the Negative Qualities BP total which appears on the right in the Build Point Summary tab.

I originally thought about making Infected and Drakes their own Metatype or Metavariant, but it has a few annoyances. The first is having to create each Infected variant for each Metatype and Metavariant combination which is a staggering amount of work. This would also mean that Metatypes that other users create and place in the customer_metatypes.xml file wouldn't be able to benefit from Infected variants or Drake unless they creates those as well. Keeping them as Qualities cuts down on the amount of work for everyone. But yes, the point totals do make it a little unclear. I introduce the colours to help illustrate that they don't count towards the Positive Quality BP total but it isn't actually explained anywhere. I'll have to put in some clarifying text at some point.


Thanks. I swear the enemies tab wasn't there the first time I booted chummer and looked for it. Looking there was the first thing I thought when I couldn't find it under negative qualities. It's there now though.
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RSS Lo-Fi Version Time is now: 20th June 2025 - 09:12 PM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.