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> Chummer Character Generator, Thread #2
Redjack
post Feb 13 2012, 03:30 PM
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Starting a new thread due to the size of the first thread. - Redjack

[ For the Chummer 5 thread, go HERE ]

QUOTE (Nebular @ Apr 2 2011, 12:31 PM) *
Hi all,

I've been working on a character generator since late-December 2010 and have released it for all Runner to use.

I have two main goals for Chummer. The first is to be a standard character generator that lets you create a character with the BP and Karma systems, then maintain them throughout their career with Karma. The other is to give GMs a tool where they can create their NPCs and have all of the information they need in just one place (like weapon damage, armor ratings, etc.) without having to flip through a bunch of sourcebooks during game play (this really bugged me when I was running some of the SR4 missions).

By default, only content from the Shadowrun 4th Edition book is shown. To use content from other sourcebooks, select Tools > Options and select the books you would like to use. This was done in case there are Game Masters or players that want to limit their character options to only certain books. The sourcebook changes do not take effect until you load or create a new character - if you have one currently open when you make this change, it won't pick up the change until you save and reload it.

Chummer's data is all stored in XML and allows players and GMs to create their own Skills, Vehicles, Weapons, Qualities, and other goodies by creating custom XML data files. Full documentation on the data files can be found in the Chummer Wiki. Character sheets are also created using XSLT meaning that anyone can create their own custom character sheets with a little know-how.

This is a Windows application (Win XP/Vista/7) that requires Microsoft's .NET Framework 4 installed. Unfortunately it does not currently work with Mono, however, recent testing has shown that it should be fully functional with their next public release.

You can grab Chummer from http://www.chummergen.com/dev/chummer/Chummer.zip. This file will be kept up-to-date with each release as well for those who are just joining the party.

Please post any feedback, bug reports, and the like here.

Thanks!


Chummer Thread #1
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Nebular
post Feb 13 2012, 05:19 PM
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QUOTE (Anomaly @ Feb 12 2012, 04:05 PM) *
There are too many posts to tell properly. So here it is (again?).

When I create a Free Spirit character for 250BP, they start at 2 for all attributes, as expected. However, the generator has charged an extra 135 build points to make them start "Maxed Out" at 2. This isn't a problem if the character doesn't remain at Force 2 because the maximums increase removing the cost. It's when it does remain at Force 2 for low BP characters that it is an issue.

I was thinking a simple test to see if "min attrib" != "max attrib" before calculating the "max out" BP cost might fix that...


In addition:

1 - Still finding my way around the generator. Sometimes gear is slightly difficult to locate. Would suggest using the exact same headings for Gear Categories as the books do to make it simpler.
2 - Another suggestion was adding file links to the book and page number references so those of us with ebooks can link the generator to where we store them then click the links and go straight to the relevant page if possible.
3 - It has cropped up by an insane GM in our group who likes to screw with your char by giving it mad critter powers after weird events in their scenarios that that ability in the generator might be nice.

All in all, by far, the very best character generator I or any of the other players and GMs in our group have ever encountered. We are all in total agreement on that, no dissent.

A.I.s are having the same issue with their Edge. This will be corrected in the next update.

In regards to the Gear categories: at one point they did use the SR4 ones. The big problem is that all of the earlier books made up all of their own categories, so items that logically belong together ended up having completely different category names. This resulted in an incredibly long list of categories that each had only a few items. When the Runner's Toolkit came out, the Compiled Tables booklet did a great job at consolidating a larger number of these categories into better organised ones, so I merged everything to match. The newer books seem to be doing a better job at trying to keep similar items together. So Gear is still placed into the categories they're found in within books, they just happen to be using a newer book.
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Nebular
post Feb 13 2012, 05:37 PM
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QUOTE (dragrubis @ Feb 12 2012, 03:22 AM) *
For exemple biowire then acceleration
I m in creation/w karma mode

There seems to be a wacky logic problem where it seems to be thinking it requires a Metatype. I'll have this fixed in the next update.
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Chinane
post Feb 13 2012, 08:57 PM
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Cyberskates - despite having to be added individually - don't have their cost (pair) halved.
Seems to be only an oversight, as it is done correctly for hydraulic jacks.

EDIT:
Also power throw does not affect throwing weapon damage or range in the weapons tab.
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Nebular
post Feb 13 2012, 10:40 PM
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QUOTE (Chinane @ Feb 13 2012, 02:57 PM) *
Cyberskates - despite having to be added individually - don't have their cost (pair) halved.
Seems to be only an oversight, as it is done correctly for hydraulic jacks.

EDIT:
Also power throw does not affect throwing weapon damage or range in the weapons tab.

Not sure why I never split these up. I've updated all of the paired plugins so that they're purchased individually and added their Movement and Swim bonuses since those were added after the data was created.
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Nebular
post Feb 13 2012, 10:42 PM
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Build 314
  • added support for <spellcategory /> to the Improvement Manager which adjusts the size of a character's Spellcasting Dice Pool for Spells of the specified Category
  • selecting a Spell now shows the Dice Pool the character receives for casting the Spell
  • added Dice Pool to the Weapons tab in Create Mode
  • added Street Cred, Notoriety, and Public Awareness to the Character Info tab in Create Mode to see how Qualities are affecting their values during character creation
  • added Re-apply Improvements to the Special menu which attempts to update the Improvement information for all of the applicable items on a character
  • added Limited Spell checkbox to the Create Spell window
  • entering 0 BP or Karma in the Choose BP Amount window creates the character in a free-style creation mode (see below)
  • fixed an issue where the first category in the Select Metatype window was not selected when creating a Critter
  • fixed an issue where Attributes whose Metatype minimum and maximum were the same would incorrectly add the 15 additional BP as though they had been purchased up to the Metatype's maximum, resulting in incorrect costs for A.I. and Free Spirit characters
  • burning out in Create Mode now reduces the Attribute's cost to 0 since no points would have realistically been put into it (you've essentially burned away the 1 free point from your Quality gave you or the points your Metatype gave you)
  • Reflex Recorders now only apply their bonus to Combat Active and Physical Active Skills
  • added a Donate button to the About window (see below)
  • Sensor Software now counts as Software for Commlinks (can be marked as running, counts towards Total Response, etc.)
  • fixed an issue where Metamagics/Echoes would incorrectly believe they do not meet Metatype or Quality requirements
New Strings
  • Menu_SpecialReapplyImprovements
  • Message_ConfirmReapplyImprovements
  • MessageTitle_ConfirmReapplyImprovements
  • Title_SelectSpellCategory
Free-Style Create Mode
When 0 BP or 0 Karma is entered in the Choose BP Amount window, the Create window now lets you create a character with an unknown amount of BP/Karma. As BP/Karma is spent, the character's point total is automatically calculated. This also tracks the minimum amount of points the character must be based on the Primary Attributes in an attempt to enforce the rule of no more than 1/2 of the character's points total may be spent on Primary Attributes. The BP/Karma field will turn red when the character's Primary Attributes are forcing the character to be calculated at a higher point total than the number of points that have actually been spent.

Donate Button
Enough people have asked for it, so a Donate button has been added to the About window. Please remember that you're not buying a license, the software, or priority support. All donations go towards purchasing additional Shadowrun books as they're released which means more content for Chummer. (IMG:style_emoticons/default/wink.gif)
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Tashiro
post Feb 14 2012, 03:15 AM
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One of my players purchased Infiltration, then decided to cancel that and buy the Stealth Group. Wasn't allowed to.
Edit: Something comes to mind via Adept Powers. The ones which boosts active skills lists 'the maximum bonus which can be applied to a skill is equal to 50% of the actual skill rating'. Doesn't this basically mean that the adept power should be limited to being taken three times (Skill 6)? Just an idea.
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Nebular
post Feb 14 2012, 04:03 AM
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QUOTE (Tashiro @ Feb 13 2012, 09:15 PM) *
One of my players purchased Infiltration, then decided to cancel that and buy the Stealth Group. Wasn't allowed to.
Edit: Something comes to mind via Adept Powers. The ones which boosts active skills lists 'the maximum bonus which can be applied to a skill is equal to 50% of the actual skill rating'. Doesn't this basically mean that the adept power should be limited to being taken three times (Skill 6)? Just an idea.

In regards to the Adept Powers - not necessarily. This isn't usually an issue for player characters, but there are a number of Critters that have Skill Ratings that go beyond the normal maximum of 6. Dragons, for example, can have Skills that go up to 12. A Great Western Dragon Adept could theoretically have a +6 Rating modifier and take full advantage of it. I don't know why you'd want a Great Western Dragon Adept (let alone one with a Rating 18 Skill not including the linked Attribute or any other bonuses) or what sort of sadistic Game Master you'd be playing with, but it is within the realm of possibility. (IMG:style_emoticons/default/biggrin.gif)

In Create Mode there shouldn't be anything stopping you from putting points into the Stealth Group after you've already put points into Infiltration. Putting points in the Group just replaces the value of the Skill and adjusts the BP amount automatically. Is their character in Career Mode by chance? If so, then Skill Groups are automatically broken when any one of its Skills are purchased individually. The easiest way to revert this is to just go to the Karma and Nuyen tab, right-click on the Karma Expense for improving the Skill, and selecting Undo. That should re-enable the Group.
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Tashiro
post Feb 14 2012, 04:25 AM
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QUOTE (Nebular @ Feb 13 2012, 11:03 PM) *
In regards to the Adept Powers - not necessarily. This isn't usually an issue for player characters, but there are a number of Critters that have Skill Ratings that go beyond the normal maximum of 6. Dragons, for example, can have Skills that go up to 12. A Great Western Dragon Adept could theoretically have a +6 Rating modifier and take full advantage of it. I don't know why you'd want a Great Western Dragon Adept (let alone one with a Rating 18 Skill not including the linked Attribute or any other bonuses) or what sort of sadistic Game Master you'd be playing with, but it is within the realm of possibility. (IMG:style_emoticons/default/biggrin.gif)

In Create Mode there shouldn't be anything stopping you from putting points into the Stealth Group after you've already put points into Infiltration. Putting points in the Group just replaces the value of the Skill and adjusts the BP amount automatically. Is their character in Career Mode by chance? If so, then Skill Groups are automatically broken when any one of its Skills are purchased individually. The easiest way to revert this is to just go to the Karma and Nuyen tab, right-click on the Karma Expense for improving the Skill, and selecting Undo. That should re-enable the Group.


Well, the limit for adepts is still 50% over current skill rating, so that should still be a limit. As for the buying Stealth, this wasn't in create mode, this was spending karma. Undoing it seemed to fail in unlocking the skill group.
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Nebular
post Feb 14 2012, 04:41 AM
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QUOTE (Tashiro @ Feb 13 2012, 10:25 PM) *
Well, the limit for adepts is still 50% over current skill rating, so that should still be a limit. As for the buying Stealth, this wasn't in create mode, this was spending karma. Undoing it seemed to fail in unlocking the skill group.

Is Infiltration the only Skill in the Stealth Group that the character has (had) points in? I thought I had fixed undoing the last point in the last Skill in a Group would re-enable the Group's button but it doesn't look like that's the case (I could have intended to do it and never actually did... (IMG:style_emoticons/default/nyahnyah.gif) ). You can get around this for now by editing the save file (create a backup first just in case! (IMG:style_emoticons/default/wink.gif) ). Search for "<name>Stealth</name>". It should be right after a <skillgroup> tag. Change "<broken>True</broken>" to "<broken>False</broken>". Save the file and re-open in Chummer.

Edit: Oh, I see what I did. I fixed the undo of Skill Group expenses re-enabling the Improve Skill Groups button, and undo of Skills re-enabling the Improve Skill button, but not undo of Skill re-enabling the Improve Skill Group button. Should have this fixed in the next update. (IMG:style_emoticons/default/wobble.gif)
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Tashiro
post Feb 14 2012, 06:05 AM
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QUOTE (Nebular @ Feb 13 2012, 11:41 PM) *
Is Infiltration the only Skill in the Stealth Group that the character has (had) points in? I thought I had fixed undoing the last point in the last Skill in a Group would re-enable the Group's button but it doesn't look like that's the case (I could have intended to do it and never actually did... (IMG:style_emoticons/default/nyahnyah.gif) ). You can get around this for now by editing the save file (create a backup first just in case! (IMG:style_emoticons/default/wink.gif) ). Search for "<name>Stealth</name>". It should be right after a <skillgroup> tag. Change "<broken>True</broken>" to "<broken>False</broken>". Save the file and re-open in Chummer.

Edit: Oh, I see what I did. I fixed the undo of Skill Group expenses re-enabling the Improve Skill Groups button, and undo of Skills re-enabling the Improve Skill button, but not undo of Skill re-enabling the Improve Skill Group button. Should have this fixed in the next update. (IMG:style_emoticons/default/wobble.gif)


Aha! Glad to be of service. Also, a friend of mine updated Chummer, but is getting an error involving 'primary language' or something, which is preventing Chummer from even starting up. She deleted it, and I gave her a new version of Chummer to use, and it still isn't working.
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Hellfire
post Feb 14 2012, 03:48 PM
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Also one small issue that I have just noticed:
False front bioware (with or without mimic option) should add its rating to the disguise skill, however only 1 is ever added to the skill, no matter what rating you have selected.
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Nebular
post Feb 14 2012, 07:22 PM
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QUOTE (Tashiro @ Feb 14 2012, 12:05 AM) *
Aha! Glad to be of service. Also, a friend of mine updated Chummer, but is getting an error involving 'primary language' or something, which is preventing Chummer from even starting up. She deleted it, and I gave her a new version of Chummer to use, and it still isn't working.

I had this problem a few days ago when my site was having a few issues (not sure if it was something going on at the hosting site or what was going on). The easiest way to fix it is to download the entire zip file (link is in my signature) and overwrite everything in your Chummer directory. Things like settings, saves, and custom data won't be overwritten. I have no idea what caused it, but hopefully it's not a regular occurrence. (IMG:style_emoticons/default/nyahnyah.gif)
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Nebular
post Feb 14 2012, 07:26 PM
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QUOTE (Hellfire @ Feb 14 2012, 09:48 AM) *
Also one small issue that I have just noticed:
False front bioware (with or without mimic option) should add its rating to the disguise skill, however only 1 is ever added to the skill, no matter what rating you have selected.

Bioware file has been updated to correct this.
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Chinane
post Feb 15 2012, 09:29 PM
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As far as I understood the rules, MA Maneuvers cost 2 BP/4 Karma. Chummer correctly allows only 2 maneuvers per style, but incorrectly gives them for free.
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Nebular
post Feb 15 2012, 09:37 PM
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QUOTE (Chinane @ Feb 15 2012, 03:29 PM) *
As far as I understood the rules, MA Maneuvers cost 2 BP/4 Karma. Chummer correctly allows only 2 maneuvers per style, but incorrectly gives them for free.

This is calculating correctly. Martial Arts show up in the Positive Qualities BP total. Their Maneuvers (because they don't count towards your Positive Quality BP limit) appear at the very bottom of the Build Point Summary tab as M.A. Maneuvers. The BP remaining on the character is also being updated correctly.
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Chinane
post Feb 15 2012, 10:38 PM
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QUOTE (Nebular @ Feb 15 2012, 10:37 PM) *
This is calculating correctly. Martial Arts show up in the Positive Qualities BP total. Their Maneuvers (because they don't count towards your Positive Quality BP limit) appear at the very bottom of the Build Point Summary tab as M.A. Maneuvers. The BP remaining on the character is also being updated correctly.


Sorry, completely overlooked that, despite trying to keep an eye on the whole tab. Duh.
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ShadowWalker
post Feb 15 2012, 11:45 PM
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I had a suggestion for AIs, I know they are a pain.
When adding software all software gets treated as if it's an Inherent Program.
Could you add a check box that only shows up for AIs that allows you to say it's an Inherent Program or not. x Is Inherent Program or something similar.
This way if it's an inherent program then it comes with just Ergonomic and Optimization. If it's not checked then it comes with built in Copy Protection and Registration.

Also I thought there was a button or menu item that let you move items from Gear/Weapons/Armor to Vehicles and back again.
I can't seem to move stuff to and from a Manservant. Being that it has arms and legs it would be nice if it had the ability to carry things.
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Hellfire
post Feb 16 2012, 11:55 AM
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Could you perhaps add the new mentor spirit: "The King" (Elvis) to the datafiles it is from Artifacts Unbound page 71:

"NEW MENTOR SPIRIT: THE KING
The King is a performer, a showman. His followers love an audience, love being on stage, and dislike working in secret because they crave attention. Followers are almost always musicians and dancers, and are always members of the First Church of Elvis. They have had simple cosmetic surgery to look and sound like Elvis Presley, and they always dress like their King.
Advantages: +1 dice for Illusion spells, +1 dice for Health spells, +1 dice for Performance Tests.
Disadvantages : –1 dice to Combat spells, –10 percent to all income (they always tithe 10 percent to their local church)."

many thanks (IMG:style_emoticons/default/smile.gif)
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Hellfire
post Feb 16 2012, 12:03 PM
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sorry double post
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ChatNoir
post Feb 16 2012, 05:35 PM
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Hi, I was checking the "re-apply improvement" fonction and I had some questions. What is it trying to fix ?

I had problems on some characters :
First character, a mage in career mode. Chummer bugs after entering the mentor spirit
[ Spoiler ]

On the second, a hacker/face also in career mode it bugs immediatly
[ Spoiler ]

On create mode ones, I didn't see bugs but no real differences at first sight (BP, essence, nuyen). So if it's not supposed to be used on career mode character, it would be better not to have the option. ^^
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Nebular
post Feb 16 2012, 05:57 PM
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QUOTE (ChatNoir @ Feb 16 2012, 11:35 AM) *
Hi, I was checking the "re-apply improvement" fonction and I had some questions. What is it trying to fix ?

I had problems on some characters :
First character, a mage in career mode. Chummer bugs after entering the mentor spirit

On the second, a hacker/face also in career mode it bugs immediatly

On create mode ones, I didn't see bugs but no real differences at first sight (BP, essence, nuyen). So if it's not supposed to be used on career mode character, it would be better not to have the option. ^^

Could you email me those two save files that throw errors so I can see what's going on? (nebular@shaw.ca)

Re-apply Improvements attempts to go through each Quality, Cyberware/Bioware, Armor, Gear, etc. on the character, tries to find the item in the data files, then update the Improvement information for them in case new Improvements have been added to the data file after the item was added to your character, letting them gain the benefits of it without having to remove and re-add it. This is only useful if your character is out-of-date; it has zero impact on characters you've just started creating with up-to-date files. Most of the time you won't notice any differences because things haven't changed or because they're fairly minor.
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Nebular
post Feb 16 2012, 05:58 PM
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QUOTE (Hellfire @ Feb 16 2012, 05:55 AM) *
Could you perhaps add the new mentor spirit: "The King" (Elvis) to the datafiles it is from Artifacts Unbound page 71:

"NEW MENTOR SPIRIT: THE KING
The King is a performer, a showman. His followers love an audience, love being on stage, and dislike working in secret because they crave attention. Followers are almost always musicians and dancers, and are always members of the First Church of Elvis. They have had simple cosmetic surgery to look and sound like Elvis Presley, and they always dress like their King.
Advantages: +1 dice for Illusion spells, +1 dice for Health spells, +1 dice for Performance Tests.
Disadvantages : –1 dice to Combat spells, –10 percent to all income (they always tithe 10 percent to their local church)."

many thanks (IMG:style_emoticons/default/smile.gif)

Bwahaha! That's awesome! I'll have this in the next update (need to add support for something improving multiple Spell Categories - it's currently limited to 1 apparently (IMG:style_emoticons/default/nyahnyah.gif) ).
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Nebular
post Feb 16 2012, 08:00 PM
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QUOTE (ShadowWalker @ Feb 15 2012, 05:45 PM) *
I had a suggestion for AIs, I know they are a pain.
When adding software all software gets treated as if it's an Inherent Program.
Could you add a check box that only shows up for AIs that allows you to say it's an Inherent Program or not. x Is Inherent Program or something similar.
This way if it's an inherent program then it comes with just Ergonomic and Optimization. If it's not checked then it comes with built in Copy Protection and Registration.

Also I thought there was a button or menu item that let you move items from Gear/Weapons/Armor to Vehicles and back again.
I can't seem to move stuff to and from a Manservant. Being that it has arms and legs it would be nice if it had the ability to carry things.

There a button to move Gear and Weapons to a Vehicle on the Gear and Weapons tab respectively, but only in Career Mode. It should be a button that has a blue car with an arrow. For Gear it's on the same line as Qty at the very end. For Weapons it's on the same line as Source. Gear and Weapons can also be moved from a Vehicle on the Vehicles tab, also only in Career Mode.

I'll take a look at the Inherent Program thing.
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Nebular
post Feb 16 2012, 10:20 PM
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Build 317
  • Improvements can now contain multiple <spellcategory /> tags
  • added support for Bolt Holes and Safehouses from the new Safehouses sourcebook
  • Advanced Lifestyle window now filters Qualities based on the selected sourcebooks
  • fixed an issue where selecting an Underbarrel Weapon that had no Accessories or Modifications in Career Mode would throw an error
  • fixed an issue where undoing the Karma Expense for increasing an Active Skill would not re-enable the Skill Group control when appropriate
  • Select Gear window now shows a checkbox for Inherent Program for selected software for Metasapients that can select Inherent Programs
New Strings
  • Menu_BoltHole
  • Menu_Safehouse
  • Label_SelectLifestyle_CostPerWeek
  • Label_SelectGear_InherentProgram
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