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Page Revision: 2011/04/15 08:35


A significant amount of Chummer's power comes from the Improvement Manager. The Improvement Manager gathers all of the bonuses that can be applied to any aspect of a character into a single place. These bonuses can be both positive and negative. When the character looks at any aspect of itself, it considers its base value and all of its bonuses that are present in the Improvement System to come up with a final number. Most of the data files can affect the via the Improvement System by including a <bonus> node.

Multiple bonuses can be speicifed in a single <bonus> node. For example, to improve a character's Impact Armor by 2 and their Infiltration Skill by 1, the following code would be used.
<bonus>
   <armor>
      <i>2</i>
   </armor>
   <specificskill>
      <name>Infiltration</name>
      <bonus>1</bonus>
   </specificskill>
</bonus>

Improvements

The following is a list of all of the Improvements supported by the Improvement System. Each defines their use, possible attributes, element names, limitations, and examples. When the item creating an Improvement has a Rating (such as Cyberware and Bioware), numeric values can be replaced with "Rating". When this is used, the Improvement Manager replaces "Rating" with the source item's current Rating value.

addattribute

Adds a Special Attribute to the character.

Attributes

None.

Elements

name Name of the Special Attribute to add. Possible values are MAG for Magic and RES for Resonance.

min Minimum value allowed for the Special Attribute.

max Maximum value allowed for the Special Attribute.

aug Maximum Augmented value allowed for the Special Attribute.

val Starting value for the Special Attribute.

Limitations

This bonus is only supported in qualities.xml. Occurrences of this outside of qualities.xml are ignored.

Example

The following example adds the Magic Special Attribute to a character with a minimum and start value of 1, maximum value and maximum augmented value of 6.
<bonus>
   <addaddtribute>
      <name>MAG</name>
      <min>1</min>
      <max>6</max>
      <aug>6</aug>
      <val>1</val>
   </addattribute>
</bonus>

initiativepass

Adjusts the number of Initiative Passes a character receives by the number specified.

Attributes

None.

Elements

None.

Limitations

This item can only be used once per bonus element.

Example

The following example increases a character's number of Initiative Passes by 1.
<bonus>
   <initiativepass>1</initiativepass>
</bonus>

lifestylecost

Adjusts the cost of all of the character's Lifestyles by a percentage. A positive value increase the cost of all Lifestyles while a negative decreases it.

Attributes

None.

Elements

None.

Limitations

This item can only be used once per bonus element.

Example

The following example decreases a character's Lifestyle costs by 10%.
<bonus>
   <lifestylecost>-10</lifestylecost>
</bonus>

matrixinitiative

Adjusts a character's Matrix Initiative by the number specified.

Attributes

None.

Elements

None.

Limitations

This item can only be used once per bonus element.

Example

The following example increases a character's Matrix Initiative by 4.
<bonus>
   <matrixinitiative>4</matrixinitiative>
</bonus>

matrixinitiativepass

Adjusts the number of Matrix Initiative Passes a character receives by the number specified.

Attributes

None.

Elements

None.

Limitations

This item can only be used once per bonus element.

Example

The following example increases a character's number of Matrix Initiative Passes by 2.
<bonus>
   <matrixinitiativepass>2</matrixinitiativepass>
</bonus>

nuyenamt

Adjusts the amount of Nuyen a character has by the amount specified. This can put characters over the normally allowed amounts during character creation.

Attributes

None.

Elements

None.

Limitations

This item can only be used once per bonus element.

Example

The following example increases a character's Nuyen amount by 15000.
<bonus>
   <nuyenamt>15000</nuyenamt>
</bonus>

nuyenmaxbp

Adjusts the maximum number of Build Points that a character can spend on Nuyen during character creation.

Attributes

None.

Elements

None.

Limitations

This item can only be used once per bonus element and only applies to the character creation process.

Example

The following example increases the number of Build Points a character can spend on Nuyen by 10.
<bonus>
   <nuyenmaxbp>10</nuyenmaxbp>
</bonus>

reach

Adjusts the character's Reach by the amount specified. This modifier is applied to all Melee Weapons.

Attributes

None.

Elements

None.

Limitations

This item can only be used once per bonus element.

Example

The following example extends a character's Reach by 1.
<bonus>
   <reach>1</reach>
</bonus>

selectskill

Applies a bonus to an Active Skill selected by the user.

Attributes

excludecategory Exclused a Category of Active Skills from the list (example: Combat Active).

skillcategory Limit the list of Active Skills to only those that belong to the specified Category (example: Combat Active).

skillgroup Limit the list of Active Skills to only those that belong to the specified Skill Group (example: Influence).

Elements

max Increases the maximum Skill Rating by the number specified.

val Improves the Skill Rating by the number specified.

Limitations

This item can only be used once per bonus element.

Example

The following example improves an Active Skill belonging to the Influence Skill Group of the user's choice by 1.
<bonus>
   <selectskill skillgroup="Influence">
      <val>1</val>
   </selectskill>
</bonus>

unarmeddv

Adjusts the character's unarmed Damage Value by the amount specified. This applies only to a character's natural, unarmed attacks.

Attributes

None.

Elements

None.

Limitations

This item can only be used once per bonus element.

Example

The following example increases a character's unarmed DV by 2.
<bonus>
   <unarmeddv>2</unarmeddv>
</bonus>

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