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> Chummer Character Generator
Jazz
post Oct 10 2011, 09:37 PM
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QUOTE (Nebular @ Oct 9 2011, 11:01 PM) *
Right now I have no plans on including dependencies for Cyberware, partially because they can also be loaded into Vehicle Mods (specifically the Mechanical Arm) and that a lot of that stuff can be installed in the body without any other components, meaning that dependencies are pretty much a throw away thing.

Anyway, there you've got them sorted. You could do the same thing as "Show me only the qualities I can have" with a "Show me only the cyberware I can install" checkbox. Today you can mount an arm on cybereyes, sort of. (IMG:style_emoticons/default/biggrin.gif)
I'll be doing the same sorting for gear but very very slow (I know only a few about the tech of my new job (IMG:style_emoticons/default/wink.gif) )
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Gwynfallan
post Oct 10 2011, 11:33 PM
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Greetings! I tripped across a potentially significant creation error (to magic/resonance users).

SR4 (Anniversary) p. 68 - Essence Rating
"Characters with Magic or Resonance attributes are subject to penalties if they have an Essence lower than 6. For each point or partial point of Essence below 6, the character loses 1 full point from her Magic or Resonance and the maximum for that attribute is reduced by 1."

No matter what combination I try (lots or little cyber/bioware paired with Adept, Magician, Mystic Adept, or Technomancer), my characters' essence losses don't appear to hamper their Magic or Resonance attribute. I wasn't certain if this was something that was glitching, not yet complete, or impossible to code.

P.S. Alcohol (Knowledge Skill) only has one 'H', not two. (IMG:style_emoticons/default/nyahnyah.gif)
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Nebular
post Oct 11 2011, 12:43 AM
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QUOTE (Gwynfallan @ Oct 10 2011, 06:33 PM) *
Greetings! I tripped across a potentially significant creation error (to magic/resonance users).

SR4 (Anniversary) p. 68 - Essence Rating
"Characters with Magic or Resonance attributes are subject to penalties if they have an Essence lower than 6. For each point or partial point of Essence below 6, the character loses 1 full point from her Magic or Resonance and the maximum for that attribute is reduced by 1."

No matter what combination I try (lots or little cyber/bioware paired with Adept, Magician, Mystic Adept, or Technomancer), my characters' essence losses don't appear to hamper their Magic or Resonance attribute. I wasn't certain if this was something that was glitching, not yet complete, or impossible to code.

P.S. Alcohol (Knowledge Skill) only has one 'H', not two. (IMG:style_emoticons/default/nyahnyah.gif)

This is working as intended. In Create Mode, it always assumes that the MAG score you have set is the final number you want, so if you start with MAG 4 and add a piece of 'ware to reduce your ESS, MAG maximum goes down to 5 but it leaves your current MAG at 4. It does deduct the 10 BP for effectively "buying back" your 4th point of MAG though (being reduced to 3, then spending 10 BP to get back to 4). The only time it forces your current MAG down is when the MAG maximum goes below your current MAG value (such as going from a maximum of 4 to 3, in which case MAG is forced down to 3). As an example, a new character with Adept and MAG 4 will have spent 35 BP. When they add a piece of Cyberware to bring their ESS to 5.8, their MAG stays at 4, but their BP spent increases to 45 to reflect their effectively going down to MAG 3 and buying back up to MAG 4.

When the optional rule is turned on, you do not lose the extra 10 BP for "buying back" the point of MAG since only the maximum value is decreased.

I've updated the Skills file to correct the spelling mistake.
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Diabolos
post Oct 11 2011, 02:57 AM
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One bug report and one suggestion this time!

Bug:
Commlinks are not saved with their locations nor are they loaded in the correct location if you edit the saved Chummer character file.

Suggestion:
Can you leave settings/default.xml out of future distributions of Chummer? This will prevent overwriting the file when you install a new build, and including it in the distribution is a bit moot since Chummer re-creates it if it's missing.

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deurk
post Oct 11 2011, 06:33 AM
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Nebular,

Do you have any way to allow the tooltip on greyed items from the skills page. Grouped skills are greyed out when points are spend on the group and does not allow to see the tooltip of the pool calculus.

Thanks (IMG:style_emoticons/default/wink.gif)
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Faranji
post Oct 11 2011, 10:10 AM
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I like and use your generator a lot - thanks.
Without having read through all suggestions here is one I stumbled upon recently quite often (perhaps I'm just too stupid to find the correct function):

Would it be possible to implement an edit function for IDs/Lifestyles. At the moment I'd have to delete the current Lifestyle to increase or decrease one of the aspects (e.g. necesseties from low to middle).

-> I just tried it to make sure I didn't miss the function and found an error. I created a test character with a "test" lifestyle and when I tried to click on that I got the following error: "Unhandled exception has occurred in your application. [...] Object reference not set to an instance of an object"


QUOTE
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at Chummer.frmCreate.RefreshSelectedLifestyle()
at Chummer.frmCreate.treLifestyles_AfterSelect(Object sender, TreeViewEventArgs e)
at System.Windows.Forms.TreeView.OnAfterSelect(TreeViewEventArgs e)
at System.Windows.Forms.TreeView.TvnSelected(NMTREEVIEW* nmtv)
at System.Windows.Forms.TreeView.WmNotify(Message& m)
at System.Windows.Forms.TreeView.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.235 (RTMGDR.030319-2300)
CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Chummer
Assembly Version: 0.0.0.213
Win32 Version: 0.0.0.213
CodeBase: file:///G:/Dokumente,%20PDF/Rollenspiel/Shadowrun/Charakterb%F6gen%20und%20Generatoren/Chummer/Chummer.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 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
Assembly Version: 4.0.0.0
Win32 Version: 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
Assembly Version: 4.0.0.0
Win32 Version: 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
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

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

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


Perhaps this is of some use to you. This was in a file that didn't contain anything but the lifestyle. Also I didn't have that bug with my normal characters.
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Minimax le Rouge
post Oct 11 2011, 10:58 AM
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hello,
i have some problems with the Full Body Armor (SR4 326)
Chummer give it a capacity of 8 i think it should be 15. (armor 10/8 and capacity rule AR44)
The Helmet come with a 7 capacity ( should be 6 ? )

Also the Ruthenium polymer coating should take [1], not [0] (AR44 : "Unrated armor modifications (for example, the gel pack modification) take up 1 point.")
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Bobby
post Oct 11 2011, 11:39 AM
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Found bugs in PACKS

The following Gear Kits cause an Exception:

Hacker Pack
Matrix Basics
Matrix Power User

Hope this helps.
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Nebular
post Oct 11 2011, 12:00 PM
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QUOTE (Minimax le Rouge @ Oct 11 2011, 05:58 AM) *
hello,
i have some problems with the Full Body Armor (SR4 326)
Chummer give it a capacity of 8 i think it should be 15. (armor 10/8 and capacity rule AR44)
The Helmet come with a 7 capacity ( should be 6 ? )

Also the Ruthenium polymer coating should take [1], not [0] (AR44 : "Unrated armor modifications (for example, the gel pack modification) take up 1 point.")

Page 44 quite clearly states, right below the black bar for Armor Suite Capacity, that Full Body Armor has a Capacity of 8 while its Helmet has a Capacity of 7.

I've updated the Armor file to correct the Capacity for the Transparent and standard versions of Ruthenium Polymer Coating.
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Nebular
post Oct 11 2011, 01:51 PM
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QUOTE (Bobby @ Oct 11 2011, 06:39 AM) *
Found bugs in PACKS

The following Gear Kits cause an Exception:

Hacker Pack
Matrix Basics
Matrix Power User

Hope this helps.

PACKS file has been updated to fix these. They were still using the old names for their Software Suites.
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Nebular
post Oct 11 2011, 01:58 PM
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QUOTE (deurk @ Oct 11 2011, 01:33 AM) *
Nebular,

Do you have any way to allow the tooltip on greyed items from the skills page. Grouped skills are greyed out when points are spend on the group and does not allow to see the tooltip of the pool calculus.

Thanks (IMG:style_emoticons/default/wink.gif)

Yeah, I was noticing this the other day as well and thought it was a little weird. It also acts a little differently when you load a character in Career Mode. I'll add this to my list.
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Nebular
post Oct 11 2011, 02:07 PM
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QUOTE (Faranji @ Oct 11 2011, 05:10 AM) *
I like and use your generator a lot - thanks.
Without having read through all suggestions here is one I stumbled upon recently quite often (perhaps I'm just too stupid to find the correct function):

Would it be possible to implement an edit function for IDs/Lifestyles. At the moment I'd have to delete the current Lifestyle to increase or decrease one of the aspects (e.g. necesseties from low to middle).

-> I just tried it to make sure I didn't miss the function and found an error. I created a test character with a "test" lifestyle and when I tried to click on that I got the following error: "Unhandled exception has occurred in your application. [...] Object reference not set to an instance of an object"

Perhaps this is of some use to you. This was in a file that didn't contain anything but the lifestyle. Also I didn't have that bug with my normal characters.

I'll take a look at adding support for editing Advanced Lifestyles. Not sure why I hadn't thought of it before since the conditions for an Advanced Lifestyle could change (neighbourhood gets rougher, neighbours change, etc.).

For now at least, you'll need to remove and re-add an ID if you want to change the name/text you attached to it. I'll see if adding support for changing these values is doable.
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Nebular
post Oct 11 2011, 02:08 PM
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QUOTE (Diabolos @ Oct 10 2011, 09:57 PM) *
One bug report and one suggestion this time!

Bug:
Commlinks are not saved with their locations nor are they loaded in the correct location if you edit the saved Chummer character file.

Suggestion:
Can you leave settings/default.xml out of future distributions of Chummer? This will prevent overwriting the file when you install a new build, and including it in the distribution is a bit moot since Chummer re-creates it if it's missing.

I'll look into the Commlink/Location thing. Not sure why I'm still including the default settings file in the zip since it's rebuilt if missing. I'll remove it from future updates (though you don't have to download the zip each time there's an update).
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Minimax le Rouge
post Oct 11 2011, 02:45 PM
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QUOTE (Nebular @ Oct 11 2011, 02:00 PM) *
Page 44 quite clearly states, right below the black bar for Armor Suite Capacity, that Full Body Armor has a Capacity of 8 while its Helmet has a Capacity of 7.

I have missed that point thank you (IMG:style_emoticons/default/smile.gif)
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Kirk
post Oct 11 2011, 10:42 PM
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I can put points in assensing without having magic?

Also an oddity. When you get positive quality "Astral Sight" you get one point of magic. Because of the way you have things linked this opens all the magic skills. Astral sight is only supposed to open Assensing and Astral Combat (SM 24). I see what's happening, I'm not sure you can do anything about it given the way things are linked, but I'm letting you know in case there is something you can do.
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Diabolos
post Oct 12 2011, 02:30 AM
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More Bugs:
  1. Gear can't be deleted if it's in any location except Selected Gear
  2. Knowledge skills get saved without a skill category under certain circumstances, causing a run-time error the next time you load that character. This happens when you add a new knowledge skill and (1) type in a skill or (2) select a listed skill whose category is Academic. It looks like unless the skill category dropdown is explictly selected or programatically changed to something else, it'll save as blank for that skill.
  3. If you type in a knowledge skill that is the exact same as one in the dropdown, none of the labels or dropdowns update themselves. The specialization dropdown contents and skill category selection don't update themselves. If you had typed in a language, the rating + dice label doesn't change to N if you have no points in the language. If you go back and select the skill from the dropdown, everything updates as it should.
  4. The HK Urban Fighter heavy pistol and HK Urban Combat submachine gun currently do not allow weapon accessories but allow weapon mods, when it should not allow mods (and probably allow accessories, see discussion point below), per the items' descriptions.
  5. The special rules for the HK Urban Fighter appear to be missing. Per the item description on p22 of Arsenal, for the sealed ammo clips for this weapon: "double the ammunition's costs and increase the Availability by +8." Also, the "special ceramic silencer for the gun costs 500 nuyen."
  6. The Ceramic Components and Plasteel Components weapon mods in weapons.xml do not have their <modcostmultiplier> tags.
  7. The Ceramic Components and Plasteel Components weapon mods are not increasing the availability for subsequent mods on the weapon as they should, per the mod rules.
  8. When I manually fix #6 above and add the mod to a weapon, any mods already on the weapon don't retroactively have their costs updated.


Some Discussion points:
  1. Should the Morrisey Elan holdout pistol, HK Urban Fighter heavy pistol, and HK Urban Combat submachine gun (and any other weapons whose description says they're undetectable by magnatic anomaly detectors) have the mod Ceramic/Plasteel Components Level 3 as part of the base weapon? It would make sense given the description for the guns and the mod, but then that would jack up the mod cost of those weapons (which I think it should increase).
  2. Are/should accessories for the above 3 weapons allowed? The rules don't say they're not allowed, but then should you apply some cost/availability modifier to the accessories?
  3. Should the Ceramic/Plasteel Components mods also increase the cost of weapon accessories as well even though the rules don't say they do?

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Nebular
post Oct 12 2011, 04:42 AM
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QUOTE (Diabolos @ Oct 11 2011, 09:30 PM) *
  • The Ceramic Components and Plasteel Components weapon mods in weapons.xml do not have their <modcostmultiplier> tags.
  • The Ceramic Components and Plasteel Components weapon mods are not increasing the availability for subsequent mods on the weapon as they should, per the mod rules.

Ceramic/Plasteel Components are not missing any tags. <modcostmultiplier> only affects the cost of Mods. The modify the cost of the whole Weapon which includes Mods and Accessories. It will not affect the Availability of installed components for now - plugins have no knowledge of other plugins.


QUOTE (Diabolos @ Oct 11 2011, 09:30 PM) *
Some Discussion points:
  1. Should the Morrisey Elan holdout pistol, HK Urban Fighter heavy pistol, and HK Urban Combat submachine gun (and any other weapons whose description says they're undetectable by magnatic anomaly detectors) have the mod Ceramic/Plasteel Components Level 3 as part of the base weapon? It would make sense given the description for the guns and the mod, but then that would jack up the mod cost of those weapons (which I think it should increase).
  2. Are/should accessories for the above 3 weapons allowed? The rules don't say they're not allowed, but then should you apply some cost/availability modifier to the accessories?
  3. Should the Ceramic/Plasteel Components mods also increase the cost of weapon accessories as well even though the rules don't say they do?

None of those Weapons say they're made from Ceramic or Plasteel Components. Adding them would incorrectly modify the cost of every plugin you'd want to add. Since they do not explicitly state that they do not allow Mods or Accessories, the rules imply that they have access to all Mods and Accessories that their Weapon Categories allow. I'll have to update how Total Cost is handled. I originally read it as "modifications" being Mods and Accessories.
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Nebular
post Oct 12 2011, 04:44 AM
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QUOTE (Kirk @ Oct 11 2011, 05:42 PM) *
I can put points in assensing without having magic?

Also an oddity. When you get positive quality "Astral Sight" you get one point of magic. Because of the way you have things linked this opens all the magic skills. Astral sight is only supposed to open Assensing and Astral Combat (SM 24). I see what's happening, I'm not sure you can do anything about it given the way things are linked, but I'm letting you know in case there is something you can do.

Yeah, this is a bit of a quirk with Skills. At the moment there are no requirements for them apart from having access to their linked Attribute. (IMG:style_emoticons/default/nyahnyah.gif)
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deurk
post Oct 12 2011, 06:34 AM
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Something has broken my character between the latest release (315) and the previous one (under which the character was created).

[ Spoiler ]
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Sengir
post Oct 12 2011, 01:02 PM
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One semi-bug: The "Character Sheet:" dropdown in the charsheet viewer lists every file in the /sheets folder, which is somewhat annoying when tinkering with a custom sheet. Although I must commend you on the fact that the program does not crash when trying to parse a .png file, but merely throws an exception (IMG:style_emoticons/default/wink.gif)
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Nebular
post Oct 12 2011, 01:10 PM
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QUOTE (Sengir @ Oct 12 2011, 08:02 AM) *
One semi-bug: The "Character Sheet:" dropdown in the charsheet viewer lists every file in the /sheets folder, which is somewhat annoying when tinkering with a custom sheet. Although I must commend you on the fact that the program does not crash when trying to parse a .png file, but merely throws an exception (IMG:style_emoticons/default/wink.gif)

Oooh, you're putting stuff right in the sheets directory? It's just actively looking for things that don't end with .XSLT. Didn't expect there to be other files right in there (I usually separate image and stuff into an \images directory so I had never really thought of that). I'll update the Viewer window to only show files that end in .XSL then. Should be in the next update. (IMG:style_emoticons/default/biggrin.gif)
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deurk
post Oct 12 2011, 01:12 PM
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QUOTE (deurk @ Oct 12 2011, 06:34 AM) *
Something has broken my character between the latest release (315) and the previous one (under which the character was created).

[ Spoiler ]

Does the error message help in debugging or do you need the .chum file as well?
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Sengir
post Oct 12 2011, 01:35 PM
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QUOTE (Nebular @ Oct 12 2011, 02:10 PM) *
Didn't expect there to be other files right in there

Sounds familiar...how could I expect anyone to do that? (IMG:style_emoticons/default/wink.gif)
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Nebular
post Oct 12 2011, 01:49 PM
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QUOTE (deurk @ Oct 12 2011, 01:34 AM) *
Something has broken my character between the latest release (315) and the previous one (under which the character was created).

I can't seem to reproduce this. Could you email me the character that is causing this (nebular@shaw.ca) and I'll take a look at it.
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Nebular
post Oct 12 2011, 02:01 PM
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QUOTE (Sengir @ Oct 12 2011, 08:35 AM) *
Sounds familiar...how could I expect anyone to do that? (IMG:style_emoticons/default/wink.gif)

Also sounds like how I react to my players! "You're doing what?! Um, okay, why not!" (throw out written material and wing it) (IMG:style_emoticons/default/biggrin.gif)
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