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Page Revision: 2011/04/19 10:26


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 specified 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

aug Maximum Augmented value allowed for the Special Attribute.

max Maximum value allowed for the Special Attribute.

min Minimum value allowed for the Special Attribute.

name Name of the Special Attribute to add. Acceptable Values: MAG, RES.

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>

armor

Adjusts the character's natural Armor Ratings. These adjustments are applied to all pieces of Armor. A good example of this is the Troll's natural Armor.

Attributes

None.

Elements

b Improves the value of the character's natural Ballistic Armor by the value specified.

i Improves the value of the character's natural Impact Armor by the value specified.

Limitations

None.

Example

The following example adjusts a character's Ballistic and Impact Armor Ratings by 1.
<bonus>
   <armor>
      <b>1</b>
      <i>1</i>
   </armor>
</bonus>

conditionmonitor

Adjusts the properties of the character's Condition Monitors.

Attributes

None.

Elements

physical Adjusts the number of boxes in the character's Physical Condition Monitor by the value specified.

stun Adjusts the number of boxes in the character's Stun Condition Monitor by the value specified.

threshold Adjusts the Condition Monitor Threshold by the value specified, meaning the penalties for taking damage shifts by the number of boxes specified.

Limitations

None.

Example

The following example improves a character's Physical and Stun Condition Monitor by 2 and improves their Threshold by 1 (meaning the penalties appear every 4 boxes instead of 3).
<bonus>
   <conditionmonitor>
      <physical>2</physical>
      <stun>2</stun>
      <threshold>1</threshold>
   </conditionmonitor>
</bonus>

cyberwareessmultiplier

Addjust the Essence cost of Cyberware by multiplying them with the specified value.

Attributes

None.

Elements

None.

Limitations

This item can only be used once per bonus element.

Example

The following example doubles the Essence cost of Cyberware for the character.
<bonus>
   <cyberwareessmultiplier>2</cyberwareessmultiplier>
</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>

selectattribute

Adjusts the properties of an Attribute of the user's choice.

Attributes

None.

Elements

attribute When included, limits the Attributes that a user can select. This can appear multiple times, once for each attribute to limit the list to. Acceptable values: BOD, AGI, REA, STR, CHA, INT, LOG, WIL, EDG, MAG, RES.

aug Improves the Augmented Maximum value allowed for the Attribute by the specified amount.

max Improves the Maximum value allowed for the Attribute by the specified amount.

val Improves the value of the Attribute by the specified amount.

Limitations

This item can only be used once per bonus element.

Example

The following example prompts the user to select either the BOD or AGI Attribute, then adjusts its current and Maximum values by 1 and Augmented Maximum by 2.
<bonus>
   <selectattribute>
      <attribute>BOD</attribute>
      <attribute>AGI</attribute>
      <aug>2</aug>
      <max>1</max>
      <val>1</val>
   </selectattribute>
</bonus>

selectskill

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

Attributes

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

limittoskill Limit the list of Active Skills to only those listed (example: Con, Swimming). This is a comma-separate list.

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>
The following example improves an Active Skill of the user's choice by 1.
<bonus>
   <selectskill>
      <val>1</val>
   </selectskill>
</bonus>

selectskillgroup

Applies a bonus to all Active Skills that belong to a Skill Group selected by the user.

Attributes

None.

Elements

bonus Improves all of the Active Skills in the selected Skill Group by the number specified.

Limitations

This item can only be used once per bonus element.

Example

The following improves all of the Active Skills belonging to a Skill Group of the user's choice by 1.
<bonus>
   <selectskillgroup>
      <bonus>1</bonus>
   </selectskillgroup>
</bonus>

selecttext

Prompts the user to enter a text value. The value entered is displayed next to the item that created the Improvement in parenthesis. This is used in cases where users need to select a custom identifier for spells and other objects. For example, the Detect [Object] Spell requires the user specify a physical object that the Spell will affect when they choose to learn it. The Spell would then appear as "Detect [Object] (My Choice)".

Attributes

None.

Elements

None.

Limitations

This item can only be used once per bonus element.

Example

The following example asks the user to enter a value.
<bonus>
   <selecttext />
</bonus>

skillarticulation

Adjusts the value of all Active Skills that belong to the Physical Active Category and are linked to a Physical Attribute. This is reserved for the Enhanced Articulation piece of Bioware.

Attributes

None.

Elements

bonus Improves the value of the Active Skills by the specified amount.

Limitations

None.

Example

The following example adjusts the value of all Physical Active Active Skills that are linked to a Physical Attribute by 1.
<bonus>
   <skillarticulation>
      <bonus>1</bonus>
   </skillarticulation>
</bonus>

skillattribute

Adjusts the value of all Active Skills that are linked to the specified Attribute.

Attributes

None.

Elements

bonus Improves the value of the Active Skills by the specified amount.

name The Attribute that Active Skills are linked to.

Limitations

None.

Example

The following example adjusts the value of all Active Skills that are linked to Strength by 1.
<bonus>
   <skillattribute>
      <name>STR</name>
      <bonus>1</bonus>
   </skillattribute>
</bonus>

skillcategory

Adjusts the value of all Skills that belong to the specified Category. This applies to both Active Skills and Knowledge Skills.

Attributes

None.

Elements

bonus Improves the value of the Skills by the specified amount.

exclude Exclude a specific Skill from receiving the bonus. This it can only be used once per skillcategory element.

name The name of the Skill Category that Skills are linked to.

Limitations

None.

Example

The following example adjusts all Academic Knowledge Skills by 1 and all Social Active Active Skills by 2, excluding the Intimidation Active Skill.
<bonus>
   <skillcategory>
      <name>Academic</name>
      <bonus>1</bonus>
   </skillcategory>
   <skillcategory>
      <name>Social Active</name>
      <exclude>Intimidation</exclude>
      <bonus>2</bonus>
   </skillcategory>
</bonus>

skillgroup

Adjusts the value of all Skills that belong to the specified Skill Group.

Attributes

None.

Elements

bonus Improves the value of the Skills by the specified amount.

exclude Exclude a specific Skill from receiving the bonus. This it can only be used once per skillgroup element.

name The name of the Skill Group that Active Skills are linked to.

Limitations

None.

Example

The following example adjusts all Active Skills in the Electronics Skill Group by 1, excluding the Hardware Active Skill.
<bonus>
   <skillgroup>
      <name>Electronics</name>
      <exclude>Hardware</exclude>
      <bonus>1</bonus>
   </skillgroup>
</bonus>

specificattribute

Adjusts the properties of a specific Attribute.

Attributes

None.

Elements

aug Improves the Augmented Maximum value allowed for the Attribute by the specified amount.

max Improves the Maximum value allowed for the Attribute by the specified amount.

name The Attribute that will be affected. Acceptable values: BOD, AGI, REA, STR, CHA, INT, LOG, WIL, EDG, MAG, RES, ESS.

val Improves the value of the Attribute by the specified amount.

Limitations

None.

Example

The following example adjusts a character's Strength by 2 and Agility by the Rating of the item creating this (such as a piece of Bioware).
<bonus>
   <specificattribute>
      <name>STR</name>
      <val>2</val>
   </specificattribute>
   <specificattribute>
      <name>AGI</name>
      <val>Rating</val>
   </specificattribute>
</bonus>

specificskill

Adjusts the value of a specific Active Skill.

Attributes

None.

Elements

bonus Improves the value of the Active Skill by the specified amount.

name The Active Skill that will be affected.

Limitations

None.

Example

The following example adjusts a character's Dodge Active Skill by 3.
<bonus>
   <specificskill>
      <name>Dodge</name>
      <bonus>3</bonus>
   </specificskill>
</bonus>

unarmeddv

Adjusts the character's unarmed Damage Value by the amount specified. This applies only to a character's natural, unarmed attacks. It does not affect the unarmed attack damage for Bone Lacing or Weapons in the Unarmed Category.

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>

weaponcategorydv (coming in future release)

Adjusts the Damage of all weapons in a Category by the specified amount.

Attributes

None.

Elements

bonus Improves the Damage of all Weapons in the Category by the specified amount.

name The Weapon Category that will be affected.

Limitations

Coming in future release

Example

The following example adjusts the Damage a character does with Clubs by 1.
<bonus>
   <weaponcategorydv>
      <name>Clubs</name>
      <bonus>1</bonus>
   </weaponcategorydv>
</bonus>

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