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> Upgraded Character Generator, Updated Generator Based on work from Autarkis and Blakkie
ShadowWalker
post Mar 3 2011, 09:52 PM
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QUOTE (SpellBinder @ Mar 3 2011, 01:09 PM) *
No, they're there. You can enter a Trust Fund quality by typing out it's exact name, or you can meet the requirement of the Trust Fund quality and choose a SINner negative quality first.


Yes, for some reason financial institutions won't let you create a Trust Fund unless you have a SIN. Go figure...
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Fatum
post Mar 3 2011, 11:02 PM
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QUOTE (ShadowWalker @ Mar 4 2011, 12:52 AM) *
Yes, for some reason financial institutions won't let you create a Trust Fund unless you have a SIN. Go figure...

Why wouldn't a fake be sufficient?
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SpellBinder
post Mar 3 2011, 11:37 PM
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QUOTE (Fatum @ Mar 3 2011, 04:02 PM) *
Why wouldn't a fake be sufficient?

How long is a fake going to last? Even a rating 6 fake SIN won't last forever.
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Fatum
post Mar 3 2011, 11:56 PM
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QUOTE (SpellBinder @ Mar 4 2011, 02:37 AM) *
How long is a fake going to last? Even a rating 6 fake SIN won't last forever.

Well, if you're only using it for said Trust Fund, pretty much forever.
It's still much cheaper in the end than being a SINner.
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CanRay
post Mar 4 2011, 12:50 AM
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Funny enough, it probably is easier to get some fake licenses than it is to get legit ones. CCW at the very least.
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Fatum
post Mar 4 2011, 10:12 AM
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QUOTE (CanRay @ Mar 4 2011, 03:50 AM) *
Funny enough, it probably is easier to get some fake licenses than it is to get legit ones. CCW at the very least.

That's often the case.
If not for the repercussions for using a fake...
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DamienKnight
post Mar 4 2011, 09:41 PM
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QUOTE (Socinus @ Mar 2 2011, 04:25 PM) *
Love the generator, but I've encountered a slight problem.

I created a Human Adept with a Magic of 6, but I tried to set Improved Combat Ability to 6 and I got an error that said I was trying to put the power above my Magic rating.



QUOTE (Dakka Dakka @ Mar 2 2011, 04:35 PM) *
You cannot improve any skill beyound 1.5 times its natural rating. So at a natural 6 you could have a maximum of 6(9), which means Improved Combat Ability 3.
Te error message is misleading even though the flagging is correct.


Corrected the Validation Warning Text in version o.
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DamienKnight
post Mar 4 2011, 09:51 PM
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QUOTE (Patrick Goodman @ Mar 2 2011, 11:42 PM) *
Using version N. Got a character completed. Turned off character creation mode. Added some karma. Went to raise some knowledge skills. Raised them, but it didn't deduct from my available Karma. Am I missing something?


This is an issue where when using the Build Point System it is applying your free Knowledge BP to your Karma also. This is fixed in version o.

Keep in mind, if you are using the Karma Build system, the 'Free Knowledge' optional rule is enabled in the default settings.


QUOTE (Misdemeanor @ Mar 3 2011, 11:25 AM) *
That statement is not 100% correct...Aptitude will allow you to have a base skill of up to 7 thus making the the Max 10 instead of Nine


Not sure what your point is... the limit for the adept power would still be 3, which is reflected on the sheet.
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Kronk2
post Mar 6 2011, 06:37 AM
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Version N temp unavail for download? linky no worky
----
Nevermind, got it fixed. My bad Please 10 22 last transmission
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AJCarrington
post Mar 7 2011, 03:54 AM
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Seems to be working fine now...just downloaded.

AJC
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DamienKnight
post Mar 8 2011, 07:57 PM
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QUOTE (Thirty Second Artbomb @ Mar 2 2011, 08:48 PM) *
Huh, didn't think to check that. Other affected skills, bearing in mind that I didn't go through one-by-one:
  • Arcana
  • Armorer
  • Artisan
  • Assensing
  • Astral Combat
  • Chemistry
  • Demolitions
  • Diving
  • Dodge
  • Escape Artist
  • Exotic Melee (weapon)
  • Exotic Ranged (weapon)
  • Forgery
  • Heavy Weapons
  • Instruction
  • Intimidation
  • Locksmith
  • Parachuting
  • Throwing Weapons


Add to that list Archery.

These can be fixed by going to the Complete Active Skills Table on the Misc_Data page and removing the 'Mechanics (Group)' from their row.

I am not sure how all misc skills got assigned to the Mechanics Group. This is now fixed in o.
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Draco18s
post Mar 8 2011, 08:40 PM
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Probably a copy/paste row error. Copied something that was in the mechanics group, changed the skill name, then forgot to remove the skillgroup part.
I've done things like that before.
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Socinus
post Mar 12 2011, 07:46 AM
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Having a slight trouble in V1n.

Entering a long list of skills trips an error color, but there is no error code with it and it starts messing with the BP totals. Skill totals flagged with yellow dont add o BP cost and removing the total doesnt make the error go away. Entering a skill into that line makes the BP total turn yellow if the skill is at 3.

I have a screenshot and I can send someone the file where this is occurring if need be.
http://i20.photobucket.com/albums/b221/Ale...22/SR4Error.jpg
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Thirty Second Ar...
post Mar 12 2011, 09:31 AM
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QUOTE (Socinus @ Mar 11 2011, 11:46 PM) *
Having a slight trouble in V1n.

Entering a long list of skills trips an error color, but there is no error code with it and it starts messing with the BP totals. Skill totals flagged with yellow dont add o BP cost and removing the total doesnt make the error go away. Entering a skill into that line makes the BP total turn yellow if the skill is at 3.

I have a screenshot and I can send someone the file where this is occurring if need be.
http://i20.photobucket.com/albums/b221/Ale...22/SR4Error.jpg

That's the bug I reported. Look two posts up for a fix; you'll need to un-hide the Misc_Data tab, though.
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Socinus
post Mar 12 2011, 11:15 PM
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QUOTE (Thirty Second Artbomb @ Mar 12 2011, 09:31 AM) *
That's the bug I reported. Look two posts up for a fix; you'll need to un-hide the Misc_Data tab, though.

How do we go about doing that?

EDIT: Found it. Fixed it.
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Patrick Goodman
post Mar 13 2011, 07:28 PM
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Using version N. Everything looked copacetic after initial chargen. Turned chargen off on Settings tab. The character is a magician, with a Magic of 6. Using Karma, I then made him a grade 1 initiate. Somehow, I got 15 Build Points back. Not bothering me too much, but it does seem wrong, somehow.
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SpellBinder
post Mar 13 2011, 11:34 PM
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When you selected your first initiation grade your maximum Magic went up to 7, and as far as the sheet is concerned you are no longer at your maximum Magic attribute so you don't have to pay that extra 15 BP for a Magic of 6.
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Patrick Goodman
post Mar 14 2011, 03:14 AM
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Yeah, I figured that was why it did it, game-mechanics-wise. I just think it's an error in the sheet's logic, but I'm damned if I can find a fix for it. My Excel-Fu is weak.
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SpellBinder
post Mar 14 2011, 04:31 AM
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I think I traced it to the Attributes_Data sheet, cell BB3. Not feeling too well at the moment so thoughts on how this could be possibly modified aren't coming to mind. I know the check can't be set to a fixed "6" as starting infected can only have a maximum Magic of 5.
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DamienKnight
post Mar 14 2011, 05:52 PM
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QUOTE (SpellBinder @ Mar 13 2011, 11:31 PM) *
I think I traced it to the Attributes_Data sheet, cell BB3. Not feeling too well at the moment so thoughts on how this could be possibly modified aren't coming to mind. I know the check can't be set to a fixed "6" as starting infected can only have a maximum Magic of 5.


Go to Main_Sheet, unprotect, unhide the columns after AT.

In AX12 the formula is:
CODE
=IF(bpMagic="",0,(bpMagic-Base_Magic_Min)*10+IF(bpMagic=Base_Magic_Max,15,0))


The fix I have applied to version o is to add '-Initiate_Grade'

CODE
=IF(bpMagic="",0,(bpMagic-Base_Magic_Min)*10+IF(bpMagic=Base_Magic_Max-Initiate_Grade,15,0))
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SpellBinder
post Mar 14 2011, 09:20 PM
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Ah, I see. Probably would've come to that in time. Just went one cell too deep in digging into this one.
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Patrick Goodman
post Mar 15 2011, 04:03 AM
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Okay, applied that fix and it's glorious.

By the same token, choosing "Vampire" and paying for it with Karma after chargen refunds 10 BP, specifically in the Magic area of the BP count on the right-hand side. Again, it doesn't bother me overly much, I'm just trying to figure out why so I can learn a little Excel along the way.
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SpellBinder
post Mar 15 2011, 06:11 AM
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Ah, that I mentioned a while back, but never really investigated it. Selecting Vampire (or any of the HMHVV choices, I checked) sets your minimum Magic at 2 and obviously affects BP costs.

In this case I'm finding it in the Attributes_Data, cell C12 where it's a 1 if you're a Free Spirit or Infected, which is then added to cell BB2 to make the base minimum Magic a 2. It looks like changing
CODE
=IF(OR(Is_FreeSpirit,Is_Infected),1,0)
to
CODE
=IF(Is_FreeSpirit,1,0)
fixes this (didn't test very far, mind you). For what I can find in my books, unless I'm missing something somewhere, cell BB2 should only be a 2 for a free spirit's minimum Force.
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DamienKnight
post Mar 15 2011, 05:13 PM
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QUOTE (SpellBinder @ Mar 15 2011, 01:11 AM) *
Ah, that I mentioned a while back, but never really investigated it. Selecting Vampire (or any of the HMHVV choices, I checked) sets your minimum Magic at 2 and obviously affects BP costs.

In this case I'm finding it in the Attributes_Data, cell C12 where it's a 1 if you're a Free Spirit or Infected, which is then added to cell BB2 to make the base minimum Magic a 2. It looks like changing
CODE
=IF(OR(Is_FreeSpirit,Is_Infected),1,0)
to
CODE
=IF(Is_FreeSpirit,1,0)
fixes this (didn't test very far, mind you). For what I can find in my books, unless I'm missing something somewhere, cell BB2 should only be a 2 for a free spirit's minimum Force.

That is correct SpellBinder. This has already been corrected in version o in response to your earlier post.
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Patrick Goodman
post Mar 15 2011, 07:10 PM
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I must have missed the earlier post; thanks for the fix on that, Spellbinder. My cursory examination had shown me that cell, but I was afraid I might break something else and so didn't fiddle with the darn thing. Appreciate your quick response.
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