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> Chummer Character Generator
Nebular
post Oct 4 2011, 03:27 PM
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QUOTE (Diabolos @ Oct 3 2011, 07:50 PM) *
A quick kudo to Nebular for all the hard work on Chummer!

Now, on to the bugs!

1. The Registration option for Software shouldn't come in different ratings.
2a. The 3 suites (Basic User, Basic+, Pro User) under Matrix Programs automatically come with Copy Protection and Registration options, even though the individual programs for the suites already have those options as well.
2b. The Copy Protection option listed under the Suites has no rating, causing a "System.ArgumentOutOfRangeException: Value of '0' is not valid for 'Value'. 'Value' should be between 'Minimum' and 'Maximum' Error when you click on the option.
2c. If you add one of the 3 Matrix Program suites as a plugin to a commlink, the Copy Protection and Registration options under the Suite goes away when you close and re-open the character. This does not happen if you add the suite as gear, i.e. not under an existing commlink.
3. The Progam Packages category should be available to be added as a plugin to a Commlink.
4. When you're dragging and dropping gear items to re-arrange them, if you drag and drop an item as if you're trying to add it as a sub-item to a piece of gear, the program hangs.
Steps to recreate:
1. Add a gear item, a CMT Clip commlink.
2. Add a the Basic Userprogram suite to the commlink as a plugin.
3. Add another gear item, an EMP grenade.
4. Make sure all nodes under the CMT Clip commlink are fully expanded and drag and drop the EMP Grenade under the Suite: Basic User line. Chummer should hang with the drag cursor still active.
5. The Ceramic Components and Plasteel Components weapons modifications don't actually modify the cost of other mods to the same weapon.
6. Battle Rifles isn't one of the listed Specializations under the Automatics skill.

And one small question:
Would you accept monetary donations in appreciation of your work on Chummer?

I've updated the Skills file to include Battle Rifles as a Specialization for Assault Rifles, and Gear to correct the Cost and Ratings of number of Program Options as well as giving Commlinks access to the Program Packages Category. The rest will be addressed in the next update as they are changes to the code.

As far as Ceramic and Plasteel Components are concerned, they seem to be working properly from what I can see. Their price is based off the Weapon's base price (not include any other Accessories or Mods), and the cost of other Accessories/Mods are not impacted by other items.

Donations? I've had a few people ask about that now. I'm still trying to decide if I want to or not. The only thing that's really keeping me from doing it is that (based on past observations elsewhere - I'm not trying to say this would be the case here) people sometimes get this notion that it's now paid software and that they're entitled to certain things or that their issues should now carry more weight, nor do I want it to appear that I'm playing favourites in terms of addressing some issues before others. I'll take a little more time to think about it and post something here if I decide to go along with it.
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Jazz
post Oct 4 2011, 03:31 PM
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* Item miss in armor.xml : Victory Industrious helmet
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Nebular
post Oct 4 2011, 03:43 PM
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QUOTE (Jazz @ Oct 4 2011, 10:31 AM) *
* Item miss in armor.xml : Victory Industrious helmet

Updated the Armor file to move Victory: Industrious Hard Hat and Zoe: Moonsilver Scarf from Mods to Armor. This should be the last of the items that never made the transition from Mods to proper pieces of Armor. (IMG:style_emoticons/default/smile.gif)
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Jazz
post Oct 4 2011, 05:09 PM
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ok nice. Please don't forget to tell if you update things like that (or I'll miss them) or if item's names changes eventually.

I'm about to finish armor.xml, it's not as easy as I though :/
skills.xml is done too but there's a lot of missing things (specs, exotics skills and knowledge skills)

I don't know why this exotic melee weapon skill keeps poping on each charcters I have :/
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Nebular
post Oct 4 2011, 05:12 PM
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QUOTE (Jazz @ Oct 4 2011, 12:09 PM) *
ok nice. Please don't forget to tell if you update things like that (or I'll miss them) or if item's names changes eventually.

I'm about to finish armor.xml, it's not as easy as I though :/
skills.xml is done too but there's a lot of missing things (specs, exotics skills and knowledge skills)

Exotic Skills are in the skills.xml file. They're the last 3 items in the Active Skills list (since they're Active Skills anyways) and identified by <exotic>Yes</exotic> (just before <skillgroup />). Only Exotic Skills have the <exotic> tag and there are only 3 of them (Exotic Melee Weapon, Exotic Ranged Weapon, and Pilot Exotic Vehicle).

I know I mentioned this in PM, but I'll mention it here as well so anyone else who might look at doing translation stuff sees it as well: Specializations will not be translated. The list that is in the Skills file is just a list of suggestions. The player/GM is free to enter whatever they like Specialization field for Active and Knowledge skills.
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Jazz
post Oct 4 2011, 05:33 PM
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Hmm... the hard hat should be moved to helmets I guess...
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whatevs
post Oct 4 2011, 06:12 PM
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QUOTE (Nebular @ Oct 2 2011, 04:57 PM) *
Forgot all about that. Along with the Judge Intentions Improvement, I'll also add support for Lift and Carry and Memory Improvements for the next update should anyone decide they want to create custom items that affect those.


Appreciate it! Has catalyst come out of the wood work and offered to buy chummer yet?
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Jazz
post Oct 4 2011, 06:18 PM
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I think there's a problem in the way you handle translated lists.

I'll give you a file, it contains armor.xml and skills.xml. For skills, it makes an exotic skill under any charcter's skill list, and if you try to add an armor, you'll see "armure" and "armor" at the end of the list. I'm quite sure that don't comes from "my" translated armor.xml and item.xml.

Hold a sec, I give you the file.
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Nebular
post Oct 4 2011, 06:19 PM
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QUOTE (whatevs @ Oct 4 2011, 01:12 PM) *
Appreciate it! Has catalyst come out of the wood work and offered to buy chummer yet?

Hah, I wish! They're too busy backing those other guys. (IMG:style_emoticons/default/wink.gif)
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whatevs
post Oct 4 2011, 06:34 PM
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QUOTE (Nebular @ Oct 4 2011, 06:19 PM) *
Hah, I wish! They're too busy backing those other guys. (IMG:style_emoticons/default/wink.gif)


Near-sighted on their part. Thought about chummer as a mobile ap?
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Nebular
post Oct 4 2011, 06:37 PM
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QUOTE (Jazz @ Oct 4 2011, 01:18 PM) *
I think there's a problem in the way you handle translated lists.

I'll give you a file, it contains armor.xml and skills.xml. For skills, it makes an exotic skill under any charcter's skill list, and if you try to add an armor, you'll see "armure" and "armor" at the end of the list. I'm quite sure that don't comes from "my" translated armor.xml and item.xml.

Hold a sec, I give you the file.

I'm not seeing a problem. Armor also looks fine when I add it andt he Skills list ends with VetTech (Technologie vétérinaire) properly with no Exotic Skills mixed in there. Could you give me a screenshot that shows what is appearing weird for you?
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Nebular
post Oct 4 2011, 06:40 PM
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QUOTE (whatevs @ Oct 4 2011, 01:34 PM) *
Near-sighted on their part. Thought about chummer as a mobile ap?

Nope, largely because I don't mobile device development. I'd imagine a mobile version of this would be pretty difficult to use as there's not really enough screen space to work with. It might work as a web app, but that's not something I plan on doing. Maintaining it on a single platform is enough work already. (IMG:style_emoticons/default/smile.gif)
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Stalag
post Oct 4 2011, 06:45 PM
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Would it be possible to add something like a Perception "round up" in the Other Info tab and on the character sheet?

There are a lot of things that provide perception modifiers and most of them only apply to one sense (visual, hearing, etc). It would be handy to have a summary that showed the total perception score (or, maybe, number of dice) broken down by each sense.
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Nebular
post Oct 4 2011, 06:47 PM
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QUOTE (Stalag @ Oct 4 2011, 01:45 PM) *
Would it be possible to add something like a Perception "round up" in the Other Info tab and on the character sheet?

There are a lot of things that provide perception modifiers and most of them only apply to one sense (visual, hearing, etc). It would be handy to have a summary that showed the total perception score (or, maybe, number of dice) broken down by each sense.

I'll add it to the list o' stuff and see if it's doable.
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Leoric
post Oct 4 2011, 06:59 PM
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I have an error when I try to print a character :

CODE
Consultez la fin de ce message pour plus de détails sur l'appel du débogage
juste-à-temps (JIT) à la place de cette boîte de dialogue.

************** Texte de l'exception **************
System.NullReferenceException: La référence d'objet n'est pas définie à une instance d'un objet.
à Chummer.MartialArt.Print(XmlTextWriter objWriter)
à Chummer.Character.PrintToStream(MemoryStream objStream, XmlTextWriter objWriter)
à Chummer.Character.Print(Boolean blnDialog)
à Chummer.frmCareer.mnuFilePrint_Click(Object sender, EventArgs e)
à System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
à System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
à System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
à System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
à System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
à System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
à System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
à System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
à System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
à System.Windows.Forms.Control.WndProc(Message& m)
à System.Windows.Forms.ScrollableControl.WndProc(Message& m)
à System.Windows.Forms.ToolStrip.WndProc(Message& m)
à System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
à System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
à System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
à System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Assemblys chargés **************
mscorlib
Version de l'assembly : 4.0.0.0
Version Win32 : 4.0.30319.237 (RTMGDR.030319-2300)
CodeBase : file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Chummer
Version de l'assembly : 0.0.0.213
Version Win32 : 0.0.0.213
CodeBase : file:///E:/JDR/Shadowrun/Chummer%20Chargen/Chummer.exe
----------------------------------------
System.Windows.Forms
Version de l'assembly : 4.0.0.0
Version Win32 : 4.0.30319.235 built by: RTMGDR
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
Version de l'assembly : 4.0.0.0
Version Win32 : 4.0.30319.1 built by: RTMRel
CodeBase : file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Version de l'assembly : 4.0.0.0
Version Win32 : 4.0.30319.236 built by: RTMGDR
CodeBase : file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Xml
Version de l'assembly : 4.0.0.0
Version Win32 : 4.0.30319.233 built by: RTMGDR
CodeBase : file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Core
Version de l'assembly : 4.0.0.0
Version Win32 : 4.0.30319.233 built by: RTMGDR
CodeBase : file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Windows.Forms.resources
Version de l'assembly : 4.0.0.0
Version Win32 : 4.0.30319.235 built by: RTMGDR
CodeBase : file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms.resources/v4.0_4.0.0.0_fr_b77a5c561934e089/System.Windows.Forms.resources.dll
----------------------------------------
mscorlib.resources
Version de l'assembly : 4.0.0.0
Version Win32 : 4.0.30319.235 (RTMGDR.030319-2300)
CodeBase : file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/mscorlib.resources/v4.0_4.0.0.0_fr_b77a5c561934e089/mscorlib.resources.dll
----------------------------------------
System.ServiceModel
Version de l'assembly : 4.0.0.0
Version Win32 : 4.0.30319.233 built by: RTMGDR
CodeBase : file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.ServiceModel/v4.0_4.0.0.0__b77a5c561934e089/System.ServiceModel.dll
----------------------------------------
System.Runtime.Serialization
Version de l'assembly : 4.0.0.0
Version Win32 : 4.0.30319.1 (RTMRel.030319-0100)
CodeBase : file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Serialization/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Serialization.dll
----------------------------------------
SMDiagnostics
Version de l'assembly : 4.0.0.0
Version Win32 : 4.0.30319.1 (RTMRel.030319-0100)
CodeBase : file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/SMDiagnostics/v4.0_4.0.0.0__b77a5c561934e089/SMDiagnostics.dll
----------------------------------------
System.Runtime.DurableInstancing
Version de l'assembly : 4.0.0.0
Version Win32 : 4.0.30319.1 built by: RTMRel
CodeBase : file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.DurableInstancing/v4.0_4.0.0.0__31bf3856ad364e35/System.Runtime.DurableInstancing.dll
----------------------------------------
System.Configuration
Version de l'assembly : 4.0.0.0
Version Win32 : 4.0.30319.1 (RTMRel.030319-0100)
CodeBase : file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml.Linq
Version de l'assembly : 4.0.0.0
Version Win32 : 4.0.30319.1 built by: RTMRel
CodeBase : file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml.Linq/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.Linq.dll
----------------------------------------
System.RunTime.Serialization.resources
Version de l'assembly : 4.0.0.0
Version Win32 : 4.0.30319.1 (RTMRel.030319-0100)
CodeBase : file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Serialization.resources/v4.0_4.0.0.0_fr_b77a5c561934e089/System.Runtime.Serialization.resources.dll
----------------------------------------

************** Débogage JIT **************
Pour activer le débogage juste-à-temps (JIT), le fichier de configuration pour cette
application ou cet ordinateur (machine.config) doit avoir la valeur
jitDebugging définie dans la section system.windows.forms.
L'application doit également être compilée avec le débogage
activé.

Par exemple :

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

Lorsque le débogage juste-à-temps est activé, les exceptions non gérées
seront envoyées au débogueur JIT inscrit sur l'ordinateur
plutôt que d'être gérées par cette boîte de dialogue.




It worked fine a few release earlier, it could have something to do with cybersuites or cyberlimbs attributes avergage (both used).
I tested with other caracters, and it works fine.
I uploaded it on Omae so if you need the file, you can download it. He is named "Marshall Joe Lewis", created by leoric.
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Nebular
post Oct 4 2011, 07:26 PM
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QUOTE (Leoric @ Oct 4 2011, 01:59 PM) *
I have an error when I try to print a character :

... stuff ...

It worked fine a few release earlier, it could have something to do with cybersuites or cyberlimbs attributes avergage (both used).
I tested with other caracters, and it works fine.
I uploaded it on Omae so if you need the file, you can download it. He is named "Marshall Joe Lewis", created by leoric.

Bah. This is apparently a problem with Martial Arts and a recent change I had to make to it to accommodate printing the sourcebook info for other languages. I'll have this fixed in the next update. I'll have it ready later today since there are a few other little errors that should be squashed.
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Nebular
post Oct 4 2011, 09:12 PM
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Build 214
  • added <location /> to the list of Gear elements generated for printouts
  • Advanced Lifestyle should no longer throw an error when selected after being added
  • Program Suites no longer add the Copy Protection and Registration Options to themselves (they are still created for the individual programs)
  • the Selected Gear default Location can no longer be deleted
  • fixed an issue with dragging and dropping Gear that caused the application to hang
  • fixed an issue that caused printing a character with a Martial Art to throw an error
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deurk
post Oct 4 2011, 10:02 PM
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QUOTE (Nebular @ Oct 4 2011, 03:27 PM) *
As far as Ceramic and Plasteel Components are concerned, they seem to be working properly from what I can see. Their price is based off the Weapon's base price (not include any other Accessories or Mods), and the cost of other Accessories/Mods are not impacted by other items.

From what I can quote from page 150 of Arsenal, it does not agree with what you are saying:
QUOTE
For the cost modifier you do not use the weapon’s basic cost, but its actual cost (basic cost + all previous modifications), because all those parts must be replaced in order for the modification to function properly. Likewise, when further modifying a weapon with the ceramic/plasteel components modification, apply the cost modifier to the material costs of the new modification and raise its Availability to that of the ceramic/plasteel modification, unless it is already higher. For example, if a character wants to modify a Level 3 ceramic/plasteel rifle with a gas-vent 3 system (400¥, Availability 6R), he has to pay 2,400¥ (6 x 400) and the Availability for the material is not 6R but 20F.
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IridiosDZ
post Oct 4 2011, 11:38 PM
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Ok. Anytime I load a character with a bonded weapon focus (force 4 in tests), it errors out with the following:

[ Spoiler ]



This does not occur with bonded power focus, nor does it happen if you don't bond the weapon focus. It happens with previously made characters and with ones made as test characters. Just updated chummer this evening.
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KeyMasterOfGozer
post Oct 5 2011, 04:32 AM
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I have made an XSLT that puts the gear in Locations.
Shadowrun4GearLocations.xsl

I changed the gear1, gear2 and gear3 templates, and I updated line 5 to include an additional microsoft library for xsl.

It is pretty simple, so if you have any ideas you want me to work on that might make it better, let me know.

Edit:
I'm loving this msxsl:node-set thing I found. I've updated the template also for dividing the Skills into SkillCategories as well. For that I just changed the skills1 and skills2 templates.
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deurk
post Oct 5 2011, 06:27 AM
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QUOTE (KeyMasterOfGozer @ Oct 5 2011, 04:32 AM) *
I have made an XSLT that puts the gear in Locations.
Shadowrun4GearLocations.xsl

I changed the gear1, gear2 and gear3 templates, and I updated line 5 to include an additional microsoft library for xsl.

It is pretty simple, so if you have any ideas you want me to work on that might make it better, let me know.

Edit:
I'm loving this msxsl:node-set thing I found. I've updated the template also for dividing the Skills into SkillCategories as well. For that I just changed the skills1 and skills2 templates.

Nice one!
Do you think you could sort skills alphabetically in each category?
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Minimax le Rouge
post Oct 5 2011, 08:24 AM
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Hello,
their is somme missing gears in the Throwing Weapons: Throwing Knife and Shuriken (SR4A p316).
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Jazz
post Oct 5 2011, 08:39 AM
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QUOTE (Minimax le Rouge @ Oct 5 2011, 08:24 AM) *
Hello,
their is somme missing gears in the Throwing Weapons: Throwing Knife and Shuriken (SR4A p316).

They are counted as ammunitions, so you can add them via the gear tab.
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Jazz
post Oct 5 2011, 09:44 AM
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Essence holes in bioware.xml :
Source is AU p.128
(IMG:style_emoticons/default/wink.gif)
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Jazz
post Oct 5 2011, 10:34 AM
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Miss in bioware.xml :
Phenotypic alteration : "Métaposeur" in french. I think it's a German Augmentation addition.
(AU p.88)

Stats are 4 weeks / 0.1 ESS / Avail 8 / 40000 to 60000 Y.
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