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> Chummer Character Generator
Nebular
post Oct 12 2011, 02:27 PM
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So it looks like there's a currently little quirk with Knowledge Skills Categories. If you're adding a new Academic Knowledge Skill to your character, select a different Category (like Profession), then put it back to Academic and everything will be OK. For some reason it currently shows new Skills as having Academic selected, but the Skill itself believes that its Category is blank. (IMG:style_emoticons/default/nyahnyah.gif)
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Nebular
post Oct 12 2011, 09:33 PM
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Build 221
  • added support for <swapskillattribute /> to the Improvement Manager which replaces the select Physical Attribute with the appropriate Mental Attribute for all Active Skills
  • added support for <exclude /> to the skillattribute Improvement
  • Commlinks and Operating Systems now properly save and load their Location
  • plugins are correctly listed under their parent items after being moved back to the default Gear location as a result of deleting their current Location
  • Gear Weapon bonus information is now written to the print XML if available (weaponbonusdamage and weaponbonusap)
  • Ammo now displays its Weapon Damage and AP modifiers when selected if applicable
  • the total Rating field for Active Skills is always enabled, even when the Skill is a part of a Group, so that its tooltip information is always available
  • Gear in the Foci and Metamagic Foci Categories only apply their bonuses when Bound to the character and are removed if the Focus is removed for Unbound
  • Power Focus now improves all MAG-related Active Skills when Bound except for Counterspelling since it is a situational modifier
  • added <swapskillattribute /> to the Mind Over Matter Adept Power
  • Viewer window now only shows files that end in .xsl
  • corrected Total Cost to only modify the cost of the base Weapon and its Modifications excluding Accessories
  • fixed an issue that prevented Gear from being deleted if it was not part of the Selected Gear Location
  • fixed an issue where new Knowledge Skills showed their Category as being Academic but the Skill believed its Cateegory was blank
  • Knowledge Skills that were accidentally saved with a blank Category now assume they are Academic to avoid errors
  • Skill Filter dropdown now repositions itself to avoid overlapping with other buttons
  • Dice Pool size is shown for the selected Weapon's Active Skill in Career Mode
  • Locations in the Gear list can now be reorganised using drag and drop (Selected Gear cannot be moved and is always the first Location in the list)
  • added tracking highlight when drag-and-dropping Gear and Locations
New Strings
  • Label_DicePool
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deurk
post Oct 12 2011, 09:52 PM
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Great list of fixes.
Thanks Nebular.
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Diabolos
post Oct 13 2011, 01:26 AM
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QUOTE (Nebular @ Oct 11 2011, 11:42 PM) *
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.


Whoops, I don't know what I was smoking, but I see what caused my flawed findings. The cost of the mod on the Select Weapon Mod screen shows the cost correctly if you have the Ceramic/Plasteel mod installed for a weapon. When you actually add the mod, the mod cost listed when you select it is the base cost, but the total cost listed on the weapon is correct.
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McDougle
post Oct 13 2011, 03:55 AM
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Regardless of any actual updates my Chummer always opens the update-window and shows me the french translation "update" which I canīt even download(selecting wonīt do anything).
I always have to close that useless window- after that everything works properly.

EDIT:

And please alter the way splash-grenades(and capsule ammo) work:

After selecting such ammo/grenades Chummer could ask for a chemical/drug to insert, which would then alter the name of the grenade/ammo to "Splash Grenade (Chemical/Drug)" and insert a unique entry(so Splash grenades with different fillings wonīt mix anymore).
--> Grenades/Ammo filled with special/unofficial ingrediants could still be inserted with "Empty" and further described in the famous Notes. (IMG:style_emoticons/default/smokin.gif)



Nice to see, that your still kicking with the same effort for chummer! (IMG:style_emoticons/default/smile.gif)
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Shortstraw
post Oct 13 2011, 04:24 AM
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Could it be the auto-update?
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Nebular
post Oct 13 2011, 04:43 AM
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QUOTE (McDougle @ Oct 12 2011, 10:55 PM) *
EDIT:

And please alter the way splash-grenades(and capsule ammo) work:

After selecting such ammo/grenades Chummer could ask for a chemical/drug to insert, which would then alter the name of the grenade/ammo to "Splash Grenade (Chemical/Drug)" and insert a unique entry(so Splash grenades with different fillings wonīt mix anymore).
--> Grenades/Ammo filled with special/unofficial ingrediants could still be inserted with "Empty" and further described in the famous Notes. (IMG:style_emoticons/default/smokin.gif)

This one isn't going to happen. You can buy the empty shell without chemicals or anything else. Creating an Empty item would result in these behaving in a very different manner from anything else that accept plugins. Nothing else that requires or that can accept plugins automatically asks you to select another piece of Gear (for example, Commlinks don't ask you to select an OS), so these won't be an exception to the rule. All this would end up doing is re-opening the Select Gear window which would be very misleading as it would have the exact same behaviour as the Add & More button. It also turns an option into a forced choice, even if that choice ends up being "Empty".
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deurk
post Oct 13 2011, 07:40 AM
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Being able to break items into stacks will help this then.
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KarmaInferno
post Oct 14 2011, 08:24 AM
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Programs!

Was messing around with Matrix Programs and ran into a few bugs/issues.

1) Several of the Program Options are apparently conflicting with other gear of the same name. The ones I have found so far are Optimization, Overdrive, and Targeting, though I suspect there are a couple of others.

2) There's no "Hacked" checkbox option for Program Options.

3) Programs should have a Capacity equal to half their rating for Program Options, but currently all display "0 (0 remaining)". Adding a Capacity tag to their Gear.XML entry causes Chummer to crash when adding the program to the Gear list.




-k
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McDougle
post Oct 14 2011, 10:35 AM
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Alright- I understand that that option is not available then.

Is their no way though, to somehow clarify for how many round/grenades the bought plug-in chemical is destined?

-> You have bought 4 Splash-Grenades and as a plugin add 2 doses of Neurostun.
a) Those two doses could be shown as a plugin with a quantity.
b) in the Weapon-Tab those Plug-Ins could count as ammo(would need some recoding, right? But i bet its possible (IMG:style_emoticons/default/smile.gif) )(making use of reloading and such).
c)Additional substances would also appear(like 1 Narcoject and 1 Pepperpunch) in with a quantity [Showing: 2 Neurostun, 1 Narcoject, 1 Pepperpunch] and be available as alternative ammo for Splash-Grenades in the Weapon-Tab(Change type with reloading).

Thinks I guess would need (a bit?) recoding:

-Plugins[Chemicals ec.] for Splash-Grenades count as ammo for that "weapon"
->those plugins have a quantity(sometimes you want 20 doses of neurostun for 25 Splash-Grenades (IMG:style_emoticons/default/nyahnyah.gif) ).


This would be quite some work I guess, but the way Chummer currently handles Splash-Grenades/CapsuleRounds and the like is about the only thing(the way i see it) not sufficiently implemented yet.
It would be plain awesome, if this "flaw" would disappear from Chummers otherwise AWESOME feature-list. (IMG:style_emoticons/default/smile.gif)
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ChatNoir
post Oct 14 2011, 12:04 PM
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QUOTE (deurk @ Oct 13 2011, 09:40 AM) *
Being able to break items into stacks will help this then.
It would also be nice to be able to stack items after buying them. Let's say I have 3 fiberoptic cables but I would need to more for a job. I'll end up with 3 cables + 2 cables. I could also delete de 3 cables and buy 5 cables for the price of two cables but it's a bit complicated. (IMG:style_emoticons/default/biggrin.gif)
Or leave the possibility to use the 'buy ammo' button now for other items it's greyed now. I'm thinking about slap patches, cables, optical taps, RFID tags, restraints (for my current character) but I'm sure that there's a lot of other item that could use this possibility.
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Nebular
post Oct 14 2011, 12:47 PM
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QUOTE (KarmaInferno @ Oct 14 2011, 03:24 AM) *
Programs!

Was messing around with Matrix Programs and ran into a few bugs/issues.

1) Several of the Program Options are apparently conflicting with other gear of the same name. The ones I have found so far are Optimization, Overdrive, and Targeting, though I suspect there are a couple of others.

2) There's no "Hacked" checkbox option for Program Options.

3) Programs should have a Capacity equal to half their rating for Program Options, but currently all display "0 (0 remaining)". Adding a Capacity tag to their Gear.XML entry causes Chummer to crash when adding the program to the Gear list.

-k

1) Aw nuts. I was afraid this would happen at some point. I believe the solution for it is mostly in place - I'll have to double-check and finish it off.

2) Can you hack program options?

3) I'll have to look into this. There's nothing special about how Programs are stored to the capacity tag should work...
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Nebular
post Oct 14 2011, 12:51 PM
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QUOTE (McDougle @ Oct 14 2011, 05:35 AM) *
Already- I understand that that option is not available then.

Is their no way though, to somehow clarify for how many round/grenades the bought plug-in chemical is destined?

-> You have bought 4 Splash-Grenades and as a plugin add 2 doses of Neurostun.
a) Those two doses could be shown as a plugin with a quantity.
b) in the Weapon-Tab those Plug-Ins could count as ammo(would need some recoding, right? But i bet its possible (IMG:style_emoticons/default/smile.gif) )(making use of reloading and such).
c)Additional substances would also appear(like 1 Narcoject and 1 Pepperpunch) in with a quantity [Showing: 2 Neurostun, 1 Narcoject, 1 Pepperpunch] and be available as alternative ammo for Splash-Grenades in the Weapon-Tab(Change type with reloading).

Thinks I guess would need (a bit?) recoding:

-Plugins[Chemicals ec.] for Splash-Grenades count as ammo for that "weapon"
->those plugins have a quantity(sometimes you want 20 doses of neurostun for 25 Splash-Grenades (IMG:style_emoticons/default/nyahnyah.gif) ).


This would be quite some work I guess, but the way Chummer currently handles Splash-Grenades/CapsuleRounds and the like is about the only thing(the way i see it) not sufficiently implemented yet.
It would be plain awesome, if this "flaw" would disappear from Chummers otherwise AWESOME feature-list. (IMG:style_emoticons/default/smile.gif)

Plugins do not have a quantity of their own as they apply to the whole stack of items. If you have a stack of 5 Gas Grenades then add a Toxin plugin to them, all 5 now have that Toxin plugin. If you need 2 Neurostun, 1 Narcoject, and 1 Pepperpunch Grenade, you'd create a stack of 2 Gas Grenades and then 2 stacks of 1 Grenade, adding the appropriate plugins to each. They're handled this way so that every time you throw a Neurostun Grenade, you only need to decrease the quantity of the Grenade itself, not decrease the Grenade quantity then decrease the plugin quantity (this also gets around players forgetting that they'd need to reduce both). It's not such a big deal for individual thrown Grenades, but it becomes a bigger deal when you're dealing with Grenade Launchers that can load and fire multiple rounds at once.
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Nebular
post Oct 14 2011, 12:58 PM
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QUOTE (ChatNoir @ Oct 14 2011, 07:04 AM) *
It would also be nice to be able to stack items after buying them. Let's say I have 3 fiberoptic cables but I would need to more for a job. I'll end up with 3 cables + 2 cables. I could also delete de 3 cables and buy 5 cables for the price of two cables but it's a bit complicated. (IMG:style_emoticons/default/biggrin.gif)
Or leave the possibility to use the 'buy ammo' button now for other items it's greyed now. I'm thinking about slap patches, cables, optical taps, RFID tags, restraints (for my current character) but I'm sure that there's a lot of other item that could use this possibility.

I actually finished writing this last night! You can split a stack, specifying how many items should go into the new stack which appears in the same location as the current item, as well as having the ability to merge stacks. So if you have 2 cables on hand and 10 sitting in Location X, you can select the cable in Location X, click merge, choose the stack you want to add it to (it opens another window and lists all of the Gear you have that match the current item exactly (meaning name, Rating, and all plugins must match exactly - this prevents you from incorrectly adding an Arrow with a Stick-n-Shock tip to a stack of Arrows with Hammerhead tips), choose the number to move, and off ya go!

The Select Gear window now has a Stack checkbox when you're in Career Mode. When it's checked, the app looks for an exact match on name, Rating, and Category. If it finds a match, it adds the selected item to the first match it finds. The buy ammo button still works exactly as it does, opening the window with the current item already selected, and adding the new amount to the currently selected stack.
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KarmaInferno
post Oct 14 2011, 02:20 PM
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QUOTE (Nebular @ Oct 14 2011, 07:47 AM) *
1) Aw nuts. I was afraid this would happen at some point. I believe the solution for it is mostly in place - I'll have to double-check and finish it off.

The most obvious long term solution would be to assign every piece of gear a unique internal "item number", treating the gear's actual name as merely fluff, but I imagine this would be a bit of work.

QUOTE (Nebular @ Oct 14 2011, 07:47 AM) *
2) Can you hack program options?

I don't see why not. Most of Unwired treats them as any other software, and page 118 specifically says you can code them like other software.

QUOTE (Nebular @ Oct 14 2011, 07:47 AM) *
3) I'll have to look into this. There's nothing special about how Programs are stored to the capacity tag should work...

I think it may be the way I formatted the formula, on further testing. I was adding "<capacity>Rating * 0.5</capacity>" to an entry and it threw the error. When I just put "Rating" it was fine. I'm not sure how Chummer handles division math, actually.



-k
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deurk
post Oct 14 2011, 02:26 PM
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QUOTE (Nebular @ Oct 14 2011, 12:58 PM) *
I actually finished writing this last night! You can split a stack, specifying how many items should go into the new stack which appears in the same location as the current item, as well as having the ability to merge stacks. So if you have 2 cables on hand and 10 sitting in Location X, you can select the cable in Location X, click merge, choose the stack you want to add it to (it opens another window and lists all of the Gear you have that match the current item exactly (meaning name, Rating, and all plugins must match exactly - this prevents you from incorrectly adding an Arrow with a Stick-n-Shock tip to a stack of Arrows with Hammerhead tips), choose the number to move, and off ya go!

The Select Gear window now has a Stack checkbox when you're in Career Mode. When it's checked, the app looks for an exact match on name, Rating, and Category. If it finds a match, it adds the selected item to the first match it finds. The buy ammo button still works exactly as it does, opening the window with the current item already selected, and adding the new amount to the currently selected stack.

Yay!
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ChatNoir
post Oct 14 2011, 02:32 PM
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QUOTE (deurk @ Oct 14 2011, 04:26 PM) *
Yay!
Same here ! (IMG:style_emoticons/default/biggrin.gif)
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Nebular
post Oct 14 2011, 03:27 PM
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QUOTE (KarmaInferno @ Oct 14 2011, 09:20 AM) *
The most obvious long term solution would be to assign every piece of gear a unique internal "item number", treating the gear's actual name as merely fluff, but I imagine this would be a bit of work.


I don't see why not. Most of Unwired treats them as any other software, and page 118 specifically says you can code them like other software.


I think it may be the way I formatted the formula, on further testing. I was adding "<capacity>Rating * 0.5</capacity>" to an entry and it threw the error. When I just put "Rating" it was fine. I'm not sure how Chummer handles division math, actually.

-k

The problem with unique IDs and manually generated XML files is that I'd need to manually create a new ID each time, as would anyone creating custom data. Gear seems to be the only place where it's an actual issue. It shouldn't be a big deal to fix since most of it is already done - it just needs to match an item by the name and category tags instead of just the name. I'm fairly certain that the Create and Career Mode windows handle it properly. It might just be an issue with the Select Gear window itself since it reports both the name of the selected item and its Category.

Guess I'll add Hacked for Program Options then! It's really just a cost modifier anyways. The app would really let you hack anything if I didn't put in the check to say only show that checkbox if it's Matrix Software. (IMG:style_emoticons/default/wink.gif)

I think it's the 0.5 in that expression that's messing it up. If you have an odd number Rating you'll end up with a decimal value instead of an integer. I think Gear just assumes its Capacity results in an integer value and doesn't actually check (since everything in there right now is Rating * a whole number), so when it tries to treat it as an integer it vomits in terror instead. I'll be fixin' that up for the next update.
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Nebular
post Oct 14 2011, 09:52 PM
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Build 223
  • loaded Ammo now uses the translated Ammo names
  • loaded Ammo now shows the names of plugins attached to the Ammo
  • Reload window now uses the translated Ammo names
  • Reload window now shows the names of plugins attached to each Ammo
  • added a Stack checkbox to the Select Gear window in Career Mode
  • adding Gear no longer stacks with existing items unless the Stack checkbox is checked when the item is added (see below)
  • purchasing additional quantity of Gear that has plugins deducts the correct amount of Nuyen
  • added support for splitting and merging Gear stacks
  • fixed an issue where adding certain Gear would incorrectly add Gear of the same name from a different Category
  • added support for Hacked Program Options
  • Gear Capacity is now rounded down to a minimum of 1 if the expression results in a non-whole number
  • added Capacity to Matrix Program, Simsense, and Program Options
  • the free Copy Protection and Registration Program Options are no longer automatically added to Matrix Program that do not have access to them (such as IC)
  • added support for loading individual clips in multiple-clip Weapons (see below)
Stacking Notes
When Stacking, Gear is matched by the combination of Name, Category, Rating, and selected values (such as selected Weapon Category or text). When clicking the + button next to Qty on the Gear tab, the selected item is the stack you will be adding to. When clicking the Add Gear button, the application adds the item to the first matching instance of Gear it can find.

Multiple-Clip Weapons
Career Mode now supports loading each clip of a multiple-clip Weapon (like the Yamaha Sakura Fubuki) individually. Each can have its own type of Ammo loaded and their counts and stats are tracked individually. When an Ammo slot is selected, the Ammo count, Weapon AP, Weapon Damage, and Weapon RC are updated to reflect the currently-selected Ammo. Clicking the Fire and Reload buttons affect the currently-selected Ammo slot.

New Strings
  • Title_SelectNumber
  • Title_SelectItem
  • Label_SelectGear_Stack
  • Tip_SplitGearQty
  • Tip_MergeGearQty
  • String_SplitGear
  • String_MergeGear
  • Message_CannotSplitGear
  • MessageTitle_CannotSplitGear
  • Message_CannotMergeGear
  • MessageTitle_CannotMergeGear
  • String_SlotNumber
  • String_Empty
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McDougle
post Oct 14 2011, 09:53 PM
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QUOTE (Nebular @ Oct 14 2011, 02:51 PM) *
If you need 2 Neurostun, 1 Narcoject, and 1 Pepperpunch Grenade, you'd create a stack of 2 Gas Grenades and then 2 stacks of 1 Grenade, adding the appropriate plugins to each.



QUOTE (Nebular @ Oct 14 2011, 02:58 PM) *
I actually finished writing this last night! You can split a stack, specifying how many items should go into the new stack which appears in the same location as the current item, as well as having the ability to merge stacks.



SPLENDID!

This is everything we need! (IMG:style_emoticons/default/biggrin.gif)

I just finished searching for(and not finding) a way to split stacks, because I thought you had already implemented it and I missed it(even though i read every updatesummary).
Then i saw the second quote. (IMG:style_emoticons/default/nyahnyah.gif)
I hope you... frag that... i see the Update right now... I love you! (IMG:style_emoticons/default/love.gif)
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McDougle
post Oct 14 2011, 10:19 PM
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Not-yet-implemented Idea:

Sort "Selected Weapons" and "Selected Armor" per drag and drop like Gear?
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McDougle
post Oct 14 2011, 10:31 PM
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3 posts after another suck, but i remember u said at some point, that you often oversee edits, so here we go:

QUOTE
Regardless of any actual updates my Chummer always opens the update-window and shows me the french translation "update" which I canīt even download(selecting wonīt do anything).
I always have to close that useless window- after that everything works properly.


->Should i redownload the chummer-exe, or is it a known problem?
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deurk
post Oct 14 2011, 10:32 PM
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QUOTE (McDougle @ Oct 14 2011, 10:19 PM) *
New Idea:

Sort "Selected Weapons" and "Selected Armor" per drag and drop like Gear?

New, not sure (IMG:style_emoticons/default/smile.gif)
Why not add vehicules, armors and lifestyles along with it?
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McDougle
post Oct 14 2011, 10:37 PM
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QUOTE (deurk @ Oct 15 2011, 12:32 AM) *
New, not sure (IMG:style_emoticons/default/smile.gif)
Why not add vehicules, armors and lifestyles along with it?



Well, but a "not-yet-implemented" one. (IMG:style_emoticons/default/wink.gif)

And yes, that is seconded. (IMG:style_emoticons/default/biggrin.gif)
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McDougle
post Oct 14 2011, 11:47 PM
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Stacking is awesome(thanks!), but I canīt add chemicals and the like as a plugin to capsule-rounds(Splash Grenades seem to work great now, though).
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