IPB

Welcome Guest ( Log In | Register )

153 Pages V  « < 31 32 33 34 35 > »   
Closed TopicStart new topic
> Chummer Character Generator
McDougle
post Jun 10 2011, 04:29 PM
Post #801


Moving Target
**

Group: Members
Posts: 206
Joined: 21-November 09
Member No.: 17,893



Once again FAST & AWESOME! (IMG:style_emoticons/default/smile.gif)


I just noticed, that free contactpoints(char*3) seems to be indeed a houserule.

Could u include it as an option nontheless? Or maybe you could brief me on how to do it?
I just created a new Matrix Program, so I am already starting to understand XML... ^^
Go to the top of the page
 
+Quote Post
ShadowWalker
post Jun 10 2011, 04:44 PM
Post #802


Moving Target
**

Group: Members
Posts: 676
Joined: 11-June 10
From: Thunder Bay, ON, Canada
Member No.: 18,696



I just noticed this:
Virtual Personality has 3 rankings, and you should only be able to take one of them at a time. It's possible to go up or down in rank but you should really only have 1 rank of it.
AIPS and Amnesia are probably the same. There might be others as well that would fit in this category where only one rank should be allowed at any one time.
Go to the top of the page
 
+Quote Post
Neon Wraith
post Jun 10 2011, 07:04 PM
Post #803


Target
*

Group: Members
Posts: 1
Joined: 24-January 09
Member No.: 16,807



When using karmagen, the born rich quality appears to be bugged. It locks the Nguyen limit to 150k and when you delete it it still locks your starting Nguyen at 150k.
Go to the top of the page
 
+Quote Post
Irian
post Jun 10 2011, 07:47 PM
Post #804


Moving Target
**

Group: Members
Posts: 315
Joined: 12-October 03
From: Germany, Regensburg
Member No.: 5,709



When adding a "Single Cybereye", the following exception occurs. It doesn't seem to matter which level the eye is or if you choose left or right.

QUOTE
System.NullReferenceException: Object reference not set to an instance of an object.
at Chummer.ImprovementManager.CreateImprovements(ImprovementSource objImprovementSource, String strSourceName, XmlNode nodBonus, Boolean blnConcatSelectedValue, Int32 intRating, String strFriendlyName)
at Chummer.Cyberware.Create(XmlNode m_node, Character objCharacter, CyberwareGrade objGrade, ImprovementSource objSource, Int32 intRating, TreeNode objNode, List`1 objWeapons, List`1 objWeaponNodes)
at Chummer.frmCreate.PickCyberware(ImprovementSource objSource)
at Chummer.frmCreate.cmdAddCyberware_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at SplitButton.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at SplitButton.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)
Go to the top of the page
 
+Quote Post
Nebular
post Jun 10 2011, 08:30 PM
Post #805


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (Irian @ Jun 10 2011, 02:47 PM) *
When adding a "Single Cybereye", the following exception occurs. It doesn't seem to matter which level the eye is or if you choose left or right.

This will be fixed in the next update which should be out in an hour or so.
Go to the top of the page
 
+Quote Post
Nebular
post Jun 10 2011, 08:31 PM
Post #806


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (McDougle @ Jun 10 2011, 11:29 AM) *
Once again FAST & AWESOME! (IMG:style_emoticons/default/smile.gif)


I just noticed, that free contactpoints(char*3) seems to be indeed a houserule.

Could u include it as an option nontheless? Or maybe you could brief me on how to do it?
I just created a new Matrix Program, so I am already starting to understand XML... ^^

This is in my list of house rule stuff to address later, but house rule stuff is the lowest priority for me right now.
Go to the top of the page
 
+Quote Post
Nebular
post Jun 10 2011, 08:33 PM
Post #807


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (ShadowWalker @ Jun 10 2011, 11:44 AM) *
I just noticed this:
Virtual Personality has 3 rankings, and you should only be able to take one of them at a time. It's possible to go up or down in rank but you should really only have 1 rank of it.
AIPS and Amnesia are probably the same. There might be others as well that would fit in this category where only one rank should be allowed at any one time.

I'm taking this a step farther and applying these to a number of other Qualities at the same time... and then I realised that it's impossible to upgrade a Quality thanks to the boneheaded logic the Select Quality window is using. If Rating 2 of a Quality cannot be taken because you have Rating 1, you'll never be able to upgrade. I've changed the logic so it ignores the Quality you're going to be swapping out and will be in the next update.
Go to the top of the page
 
+Quote Post
Nebular
post Jun 10 2011, 08:36 PM
Post #808


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (Neon Wraith @ Jun 10 2011, 02:04 PM) *
When using karmagen, the born rich quality appears to be bugged. It locks the Nguyen limit to 150k and when you delete it it still locks your starting Nguyen at 150k.

Gah. It looks like I'm just flat out changing the max to 60 regardless of the build method. It's correct for BP, but the Karma system should improve to 120 Karma. I'll have this fixed in the next update shortly.
Go to the top of the page
 
+Quote Post
SpellBinder
post Jun 10 2011, 08:38 PM
Post #809


Neophyte Runner
*****

Group: Members
Posts: 2,351
Joined: 19-September 09
From: Behind the shadows of the Resonance
Member No.: 17,653



Found the same with a single cybereye here too.

Also, found a display issue on the Common tab when maximizing the Chummer program, or just making it taller. The cost and source information for the highlighted quality jumps up into the quality area instead of staying just below it (looks like it's just anchored to the wrong corner).
Go to the top of the page
 
+Quote Post
Nebular
post Jun 10 2011, 08:56 PM
Post #810


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (SpellBinder @ Jun 10 2011, 03:38 PM) *
Found the same with a single cybereye here too.

Also, found a display issue on the Common tab when maximizing the Chummer program, or just making it taller. The cost and source information for the highlighted quality jumps up into the quality area instead of staying just below it (looks like it's just anchored to the wrong corner).

Yeah, there was an apparent flaw in the creating Cyberware code when the selected item has plugins that come with it. Basically the child was trying to get its bonus information from the parent instead of from itself. (So the plugin was trying to get information the parent simply didn't have because that wasn't its responsibility. (IMG:style_emoticons/default/smile.gif) )

I'll get the anchoring fixed up right away.
Go to the top of the page
 
+Quote Post
Nebular
post Jun 10 2011, 09:18 PM
Post #811


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



Build 112
  • added a bunch of <forbidden /> elements to Qualities
  • Swap Quality excludes the selected Quality from Forbidden checks which prevented a Quality from being upgraded/downgraded to a different Rating
  • fixed an issue that caused Cyberware with bundled subsystems to throw an error when being added when the <bonus /> nodes between parent and child didn't match or exist
  • Born Rich Positive Quality now correctly affects characters built using Karma
  • removing the Born Rich Positive Quality now removes its bonus from the character when the Quality is removed
  • resizing the window no longer causes the BP/Karma and Source fields on the Common tab to jump into the Quality list
Go to the top of the page
 
+Quote Post
Bobby
post Jun 10 2011, 09:23 PM
Post #812


Target
*

Group: Dumpshocked
Posts: 27
Joined: 17-May 11
Member No.: 30,100



I've discovered a problem with my Gnome: Chummer gives her physical track as being only 5.

I suspect that this has existed since the Quality code change, as a new gnome gives a correct physical track.

Peering into the arcane depths of the .chum file for my Gnome, she has two entries giving -2 to PhysicalCM

One has sourcename 'Neoteny [-5BP]' and the other has sourcename 'f7d300c6-51c4-48fa-8686-c9196dc93c4e' and are otherwise identical.

Would deleting one of the <improvement> sections from the .chum be the way to go, and if so which one should go?

Go to the top of the page
 
+Quote Post
Nebular
post Jun 10 2011, 10:08 PM
Post #813


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (Bobby @ Jun 10 2011, 04:23 PM) *
I've discovered a problem with my Gnome: Chummer gives her physical track as being only 5.

I suspect that this has existed since the Quality code change, as a new gnome gives a correct physical track.

Peering into the arcane depths of the .chum file for my Gnome, she has two entries giving -2 to PhysicalCM

One has sourcename 'Neoteny [-5BP]' and the other has sourcename 'f7d300c6-51c4-48fa-8686-c9196dc93c4e' and are otherwise identical.

Would deleting one of the <improvement> sections from the .chum be the way to go, and if so which one should go?

If this is an older character, it's possible there are some artifact Improvements lying around - I can't remember why, but in older builds, some of the Qualities never cleaned up their Improvements when they were deleted. If you remove the Improvement for Neoteny [-5BP] that should fix your problem. The Improvements should no longer use the Quality name and instead use their internal identifier ID.
Go to the top of the page
 
+Quote Post
SpellBinder
post Jun 10 2011, 10:45 PM
Post #814


Neophyte Runner
*****

Group: Members
Posts: 2,351
Joined: 19-September 09
From: Behind the shadows of the Resonance
Member No.: 17,653



BTW, Nebular, thank you so very much for getting the Initiation/Submersion discounts into the karmagen for character creation. Looks like it's flat out for all levels, but I can deal with that. Had honestly thought that some way of tracking the Ordeal/Task should be laid out, though, as for the Initiations at least it is possible for an awakened to take a hit to an attribute as part of their Ordeal (see SM, page 52, "Sacrifice"). A tree layout to separate and itemize Initiation/Submersion levels from bought extra metamagics/echos could work. That, and also some Ordeals cannot be taken consecutively (see SM, page 51, "Asceticism"), and others have the potential to reduce an Initiation/Submersion grade by a point (see SM, page 52, "Thesis/Masterpiece" and UN, page 142, "Source Code"), so a way to reduce a level and remove one or two metamagics/echos during game play should be possible (two in case extra purchased metamagics/echos are at their maximum).

Was thinking of something that displays a node like "Level # Metamagic/Echo (Ordeal/Task undertaken) (Name Of Group)", where "Level #" automatically recounts if one level in the middle happens to be permanently removed so karma costs can remain accurate, and the others can be free form with a list option for the established Ordeals/Tasks. Adding or removing a level could be done like the qualities, vehicles, and other established things. Suffering a "crisis of faith" to me means loosing that particular Initiation/Submersion, not just the latest one. Extra bought metamagics/echos could start off of their own node to be kept separate from Initiation/Submersion levels.

Added: Sorry, I have no idea just how much of an undertaking this can be but I feel it'd be a big one. I feel like I'm asking a lot of this one.
Go to the top of the page
 
+Quote Post
Dakka Dakka
post Jun 10 2011, 10:54 PM
Post #815


Prime Runner
*******

Group: Members
Posts: 3,507
Joined: 11-November 08
Member No.: 16,582



Found two more bugs:
-The increase in dodge from the MBW does not show up.
-Unfortunately the suprathyroid gland's REA increase should not stack with the MBW's increase
QUOTE ('Augmentation p. 41')
Move-by-wire cannot be combined with any other form of Initiative enhancement except for reaction enhancers.
Go to the top of the page
 
+Quote Post
Nebular
post Jun 11 2011, 12:45 AM
Post #816


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (SpellBinder @ Jun 10 2011, 04:45 PM) *
BTW, Nebular, thank you so very much for getting the Initiation/Submersion discounts into the karmagen for character creation. Looks like it's flat out for all levels, but I can deal with that. Had honestly thought that some way of tracking the Ordeal/Task should be laid out, though, as for the Initiations at least it is possible for an awakened to take a hit to an attribute as part of their Ordeal (see SM, page 52, "Sacrifice"). A tree layout to separate and itemize Initiation/Submersion levels from bought extra metamagics/echos could work. That, and also some Ordeals cannot be taken consecutively (see SM, page 51, "Asceticism"), and others have the potential to reduce an Initiation/Submersion grade by a point (see SM, page 52, "Thesis/Masterpiece" and UN, page 142, "Source Code"), so a way to reduce a level and remove one or two metamagics/echos during game play should be possible (two in case extra purchased metamagics/echos are at their maximum).

Was thinking of something that displays a node like "Level # Metamagic/Echo (Ordeal/Task undertaken) (Name Of Group)", where "Level #" automatically recounts if one level in the middle happens to be permanently removed so karma costs can remain accurate, and the others can be free form with a list option for the established Ordeals/Tasks. Adding or removing a level could be done like the qualities, vehicles, and other established things. Suffering a "crisis of faith" to me means loosing that particular Initiation/Submersion, not just the latest one. Extra bought metamagics/echos could start off of their own node to be kept separate from Initiation/Submersion levels.

Added: Sorry, I have no idea just how much of an undertaking this can be but I feel it'd be a big one. I feel like I'm asking a lot of this one.

No worries. Fleshing this out so you can change the options with each Grade is something I want to do, but it's going to require some re-working of how Initiation/Submersion works since this isn't actually tracked (it just gives you the Grade and deducts the amount of Karma it's told, there's no recording of selected discounts or individual Grade purchases at the moment). The stuff I have in there for Karma Creation right now is to at least give people some method of discounting it. The updated method will hopefully be in place for next week(end-ish)'s update.
Go to the top of the page
 
+Quote Post
SpellBinder
post Jun 11 2011, 03:10 AM
Post #817


Neophyte Runner
*****

Group: Members
Posts: 2,351
Joined: 19-September 09
From: Behind the shadows of the Resonance
Member No.: 17,653



Cool, but if there are more important issues to be resolved by all means tend to those first. I think it's more important to fix broken functionality instead of add more.
Go to the top of the page
 
+Quote Post
redwulf25
post Jun 11 2011, 06:33 AM
Post #818


Moving Target
**

Group: Members
Posts: 236
Joined: 19-March 11
Member No.: 24,929



Noticed an oddity with critters. I was stating up a fire spirit for a wage mage NPC and it didn't come with Allergy: Water like it should have. It was available to add, but should have been there in the first place as it's an integral part of the critter.
Go to the top of the page
 
+Quote Post
Bobby
post Jun 11 2011, 07:34 AM
Post #819


Target
*

Group: Dumpshocked
Posts: 27
Joined: 17-May 11
Member No.: 30,100



QUOTE (Nebular @ Jun 10 2011, 11:08 PM) *
If this is an older character, it's possible there are some artifact Improvements lying around - I can't remember why, but in older builds, some of the Qualities never cleaned up their Improvements when they were deleted. If you remove the Improvement for Neoteny [-5BP] that should fix your problem. The Improvements should no longer use the Quality name and instead use their internal identifier ID.


Thank you, that's brought my Gnome's physical track back to where it should be.
Go to the top of the page
 
+Quote Post
Nebular
post Jun 11 2011, 02:57 PM
Post #820


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (redwulf25 @ Jun 11 2011, 12:33 AM) *
Noticed an oddity with critters. I was stating up a fire spirit for a wage mage NPC and it didn't come with Allergy: Water like it should have. It was available to add, but should have been there in the first place as it's an integral part of the critter.

Whoops. Allergy was placed in the Optional Powers section instead of the standard Powers section. I've updated the critter data file to correct this.
Go to the top of the page
 
+Quote Post
Fyndhal
post Jun 11 2011, 03:29 PM
Post #821


Moving Target
**

Group: Members
Posts: 423
Joined: 18-August 08
From: Dear lord help me, Maryland
Member No.: 16,254



I tried to build a critter character sheet today, specifically a Blackberry Cat. Clicking continue resulted in the following crash dialog.

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.CritterPower.Create(XmlNode m_node, Character objCharacter, TreeNode objNode, Int32 intRating, String strForcedValue)
at Chummer.frmMain.mnuNewCritter_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.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: 4.0.30319.225 (RTMGDR.030319-2200)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Chummer
Assembly Version: 0.0.0.112
Win32 Version: 0.0.0.112
CodeBase: file:///C:/Users/Floyd/PNP%20Games/Chummer/Chummer.exe
----------------------------------------
System.Windows.Forms
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.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: 4.0.30319.1 built by: RTMRel
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.
Go to the top of the page
 
+Quote Post
Nebular
post Jun 11 2011, 07:55 PM
Post #822


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



Critters and Critter Powers data files have been updated. I went through and created a character for each Critter to make sure none of them throw an exception when trying to add them, so that should take care of them all now. (IMG:style_emoticons/default/smile.gif)
Go to the top of the page
 
+Quote Post
SpellBinder
post Jun 12 2011, 06:15 AM
Post #823


Neophyte Runner
*****

Group: Members
Posts: 2,351
Joined: 19-September 09
From: Behind the shadows of the Resonance
Member No.: 17,653



A couple of thoughts that crossed my mind, and I thought I'd make a post before they stacked up too much in the cluttered mess I call my brain.

Any chance of having the tree for gear expended for another level? Looking in particular to track program options between different versions of the same software that's loaded on different commlinks. Along the same lines, any chance this can be done for vehicles as well? Still hoping to be able to declare the various camera and microphone accessories to their respective hardware instead of dumping them in with the regular sensors.

How about a way to inventory cased vs. caseless ammo for firearms? Though prices and availability are really no different between cased and caseless ammo, a gun with the Electronic Firing mod cannot use cased ammo & vice versa. (Currently I'm using a custom gear mod with declared caseless ammo. Seems to work fine, though if not careful cased ammo can be loaded into a caseless firearm.)

Added: Yet another came across. As clips (sheesh I hate that word) can only be used between specific firearms (i.e., no using the magazine for an Ares Predator IV in a Colt Manhunter), how about adding a <selecttext /> tag to the Spare Clip in the gear so the type of firearm it's fore can be tracked (unless there's a way to pull from the list of firearms instead)? Had a player once that was obsessive in collecting any magazines from a winning fight that weren't empty. He ultimately had a mess of magazines for a dozen different guns.
Go to the top of the page
 
+Quote Post
Fyndhal
post Jun 12 2011, 02:15 PM
Post #824


Moving Target
**

Group: Members
Posts: 423
Joined: 18-August 08
From: Dear lord help me, Maryland
Member No.: 16,254



QUOTE (SpellBinder @ Jun 12 2011, 01:15 AM) *
Added: Yet another came across. As clips (sheesh I hate that word) can only be used between specific firearms (i.e., no using the magazine for an Ares Predator IV in a Colt Manhunter), how about adding a <selecttext /> tag to the Spare Clip in the gear so the type of firearm it's fore can be tracked (unless there's a way to pull from the list of firearms instead)?


Not sure about most of that, but I know you can add Spare Clips to a specific weapon using the ADD ACCESSORY function.
Go to the top of the page
 
+Quote Post
SpellBinder
post Jun 12 2011, 06:06 PM
Post #825


Neophyte Runner
*****

Group: Members
Posts: 2,351
Joined: 19-September 09
From: Behind the shadows of the Resonance
Member No.: 17,653



Yeah, I know about the accessory function on the weapons tab. Thing is, say in the middle of a run you manage to snag some magazines to AK-97's (doesn't matter why), but you don't actually have any AK-97's yourself, and so they go into your gear list instead. If you forget what weapon the magazines go to, you could end up using them to reload something like a Ceska Black Scorpion instead of the proper weapon because, hey, you've got some spare clips in your inventory.

Now I've already modified the base gear.xml sheet myself and the <selecttext /> tag works, but part of my concern was partly proper spelling of the weapon type (in testing I misspelled Morrissey Elan).
Go to the top of the page
 
+Quote Post

153 Pages V  « < 31 32 33 34 35 > » 
Closed TopicStart new topic

 



RSS Lo-Fi Version Time is now: 10th March 2025 - 05:32 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.