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> Upgraded Character Generator, Updated Generator Based on work from Autarkis and Blakkie
Vilda
post Apr 14 2011, 04:21 PM
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Amazing work that brought me to dumpshock (IMG:style_emoticons/default/smile.gif)
Now, several issues I've found in version o:
- silver bullets cost 2.5 - now I am not sure if it is bug, but my Arsenal copy states that cost is 250 per 10
- on Magic list, there is already checked first level of initiation (Adept character)
- off-road tires and suspension both doubles Acceleration and Speed of vehicles and generally breaks money count
- Rating of Commlink armor at gear section is yellowed for no apparent reason
- 6 slots for weapon mods was not enough for my character (IMG:style_emoticons/default/smile.gif) (all mods took 0 or 1 slot)

Keep up the good work
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DamienKnight
post Apr 14 2011, 06:02 PM
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QUOTE (Vilda @ Apr 14 2011, 11:21 AM) *
Amazing work that brought me to dumpshock (IMG:style_emoticons/default/smile.gif)
Now, several issues I've found in version o:
- silver bullets cost 2.5 - now I am not sure if it is bug, but my Arsenal copy states that cost is 250 per 10
- on Magic list, there is already checked first level of initiation (Adept character)
- off-road tires and suspension both doubles Acceleration and Speed of vehicles and generally breaks money count
- Rating of Commlink armor at gear section is yellowed for no apparent reason
- 6 slots for weapon mods was not enough for my character (IMG:style_emoticons/default/smile.gif) (all mods took 0 or 1 slot)

Keep up the good work


Fixed silver bullet cost, removed iniation grade one selected as default, corrected off-road tires and suspension, Change Commlink Armor max rating to 10 (was 0???)

I also
- added offroad handling vs on-road handling to the vehicle sheet.
- Added 4 more slots for weapon mods for each custom weapon on the Weapons Sheet

I do not have a problem where Off-road Suspension is breaking money count. Are you using excel or Open Office? The price includes a a calculation flag ('v') which used to change how the price is calculated. Several vehicle mods use this, and it works fine in excel. Give me a little more data and I will look into it, such as Do any other vehicle mods cause a calculation error for you?

If you are brave enough, go to the vehicles page, turn on protection and show row/column headers, then unhide the columns to the right of the vehicles. If you can identify which cells show up with errors, it could help me track down the issue.
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Vilda
post Apr 14 2011, 06:47 PM
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I am using MS Office 2010. Vehicle for testing purpose is Thundercloud Contrail, but as far as I can tell, off-Road suspension breaks it on every vehicle. Both Upgrade and Total Cost shows #VALUE! "exception" and of course it snowballs from there to every Remaining Cash cell so it probably starts at "Upgrade Cost". Other mods that cause same problem are Used (all three).

From snooping around in Vehicle_Data it looks like it is problem with all mods with 'v' in cost calculation.
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Tyro
post Apr 14 2011, 08:36 PM
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THANK YOU for adding more weapon slot spaces!
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Seerow
post Apr 15 2011, 04:04 AM
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First, want to say I love the sheet, it is a great tool, my whole group uses it pretty much exclusively.

A few things I wanted to point out that were on the last version of the sheet I downloaded, that I haven't seen brought up here:
-Hyundai Shin Hyung (ar) has 4 extra upgrade slots (14 instead of 10 for 10 body), not sure if there's something I missed that gives it that, but I thought I'd point it out.
-GMC Bulldog also has 4 extra slots.
-Tailored Pheromones grants extra charisma. Judging by a topic I posted a week or so ago with regards to this, that seems to go against the general consensus.



And one feature request: The ability to get pirated software listed on the commlink page and vehicle software. Even if it were something like a little check box like the cybersuites.
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Thirty Second Ar...
post Apr 15 2011, 05:05 AM
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QUOTE (Seerow @ Apr 14 2011, 09:04 PM) *
-Hyundai Shin Hyung (ar) has 4 extra upgrade slots (14 instead of 10 for 10 body), not sure if there's something I missed that gives it that, but I thought I'd point it out.
-GMC Bulldog also has 4 extra slots.

The Hyundai and the Bulldog are both listed in Arsenal as having 4 extra mod slots. p.106 for the Bulldog, p.109 for the Hyundai.
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Dakka Dakka
post Apr 15 2011, 01:29 PM
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QUOTE (Seerow @ Apr 15 2011, 06:04 AM) *
-Tailored Pheromones grants extra charisma. Judging by a topic I posted a week or so ago with regards to this, that seems to go against the general consensus.
No, they don't. They grant extra dice to Charisma and Social Skill tests. The Charisma Attribute is never raised.

QUOTE (Seerow @ Apr 15 2011, 06:04 AM) *
And one feature request: The ability to get pirated software listed on the commlink page and vehicle software. Even if it were something like a little check box like the cybersuites.
I second that. Having the same option for Skillsofts would be coul as well. Unless I'm missing something, right now you can only get pirated skillsofts as a custom piece of gear.
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LonePaladin
post Apr 15 2011, 03:44 PM
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I'd like to request an addition to the gear list: the basic software package deals, where you get Analyze, Browse, Command, and Edit for cheap when you buy a commlink.

Also, armor modifications needs an addition for tailoring (the option that makes the armor easier to wear).

Vehicle mods seem to be missing an item or two -- the termination system isn't there. I think there are one or two other things missing, but can't recall them right now.
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bobbaganoosh
post Apr 15 2011, 06:42 PM
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I think that it would be nice if there were more than 3 spaces for armor mods.
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Seerow
post Apr 15 2011, 07:35 PM
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QUOTE
No, they don't. They grant extra dice to Charisma and Social Skill tests. The Charisma Attribute is never raised.


That's my point. The character sheet increases it by 3. The topic I made indicated exactly what you just said, I'm saying that's an error that should probably be corrected.

QUOTE
The Hyundai and the Bulldog are both listed in Arsenal as having 4 extra mod slots. p.106 for the Bulldog, p.109 for the Hyundai.


That's good to know. I missed that somehow.

QUOTE
I think that it would be nice if there were more than 3 spaces for armor mods.


Not really necessary. There is already the (Mods) option under armor, which lets you add further mods and carrying the cap over from the previous gear slot.
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SpellBinder
post Apr 15 2011, 07:51 PM
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QUOTE (bobbaganoosh @ Apr 15 2011, 11:42 AM) *
I think that it would be nice if there were more than 3 spaces for armor mods.

Near the bottom of the list of armor selections is an entry "(Mods)". Choose that and it will let you use that row for additional modifications for the armor just above it, for a total of six different mods. A second "(Mods)" entry doesn't exactly work for yet another three, and at the moment I'm not so sure how often you might need more than six even.
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bobbaganoosh
post Apr 15 2011, 09:16 PM
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QUOTE (SpellBinder @ Apr 15 2011, 11:51 AM) *
Near the bottom of the list of armor selections is an entry "(Mods)". Choose that and it will let you use that row for additional modifications for the armor just above it, for a total of six different mods. A second "(Mods)" entry doesn't exactly work for yet another three, and at the moment I'm not so sure how often you might need more than six even.

Thanks. I didn't realize that I could do that.
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DamienKnight
post Apr 17 2011, 04:38 AM
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QUOTE (Seerow @ Apr 14 2011, 11:04 PM) *
-Tailored Pheromones grants extra charisma. Judging by a topic I posted a week or so ago with regards to this, that seems to go against the general consensus.
You are right, this is a mistake. Tailored Phermones on the sheet raise Charisma and they shouldnt. Will fix in the next version.


QUOTE (LonePaladin @ Apr 15 2011, 10:44 AM) *
I'd like to request an addition to the gear list: the basic software package deals, where you get Analyze, Browse, Command, and Edit for cheap when you buy a commlink.

Also, armor modifications needs an addition for tailoring (the option that makes the armor easier to wear).

Vehicle mods seem to be missing an item or two -- the termination system isn't there. I think there are one or two other things missing, but can't recall them right now.


Please list book and page number for all of these. If you list relevant stats it is even more likely to be added.
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Socinus
post Apr 18 2011, 03:52 AM
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I seem to have run into a problem.

Some of the stuff in the generator seems to be from other versions of Shadowrun (specifically the German version) and I guess some homebrew stuff, but there's no supporting info on it.

IE: I have a character who took the [Element] Bolt/Wave spells, only to discover these spells do not exist in any ANY 4th Edition book. We kind of extrapolated what the specifics of the spells were.

For future editions, is there a possibility of putting an option in to enable or disable these things?
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bobbaganoosh
post Apr 18 2011, 06:18 AM
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QUOTE (Socinus @ Apr 17 2011, 07:52 PM) *
I seem to have run into a problem.

Some of the stuff in the generator seems to be from other versions of Shadowrun (specifically the German version) and I guess some homebrew stuff, but there's no supporting info on it.

IE: I have a character who took the [Element] Bolt/Wave spells, only to discover these spells do not exist in any ANY 4th Edition book. We kind of extrapolated what the specifics of the spells were.

For future editions, is there a possibility of putting an option in to enable or disable these things?

I think that the [Element] Bolt/Wave are from Street Magic. Let's see ... Page 168 gives some examples. The elements are described a few pages before that.
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DamienKnight
post Apr 19 2011, 05:48 PM
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QUOTE (Socinus @ Apr 17 2011, 10:52 PM) *
I seem to have run into a problem.

Some of the stuff in the generator seems to be from other versions of Shadowrun (specifically the German version) and I guess some homebrew stuff, but there's no supporting info on it.

IE: I have a character who took the [Element] Bolt/Wave spells, only to discover these spells do not exist in any ANY 4th Edition book. We kind of extrapolated what the specifics of the spells were.

For future editions, is there a possibility of putting an option in to enable or disable these things?



QUOTE (bobbaganoosh @ Apr 18 2011, 01:18 AM) *
I think that the [Element] Bolt/Wave are from Street Magic. Let's see ... Page 168 gives some examples. The elements are described a few pages before that.


Thats correct bobba, the element bolt and element wave are pulled from the book, they are not homebrew.

Lets make a list of all homebrew entries in the sheet so we can evaluate the need for a toggle. Please anyone post anything you can think of in the sheet that is non standard that is not enabled/disabled by the settings page already.

Off the top of my head:

Magician Tradition:
Jedi (Labeled as '(House)' in the sheet)

Mentor Spirit:
The Force (Labeled as '(House)' in the sheet)

Armor:
Chameleon Cloak (Same stats at Chameleon Suit, just a different style for flavor)
Lined Cloak (Same stats as Lined Coat, just a different style for flavor)

The entire 'Light Armor Section'. The section heading notes '(Houserule)'

Weapons:
The 'Weapon Bases' section. This needs to be labeled as (HouseRule).

Anything else I am missing?

From what I can see, the only houseruled items which are not explicitly labeled as such are the Lined Cloak and Chameleon Cloak. Adding the text '(House)' to that seems unnecessary to me.
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Tyro
post Apr 19 2011, 09:09 PM
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Maybe a note by the German items? It would save me time searching for the less obviously German ones when I want full text.
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Socinus
post Apr 20 2011, 02:22 AM
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QUOTE (Tyro @ Apr 19 2011, 10:09 PM) *
Maybe a note by the German items? It would save me time searching for the less obviously German ones when I want full text.

That would be nice.

A further problem is the default Magic max value seems to be 7 now instead of 6. This occurs even if the only setting changed is making the character Awakened. Ironically enough, it's 5BP cheaper to set Magic to 7 than it is to have it at 6.

So far, it's great work (IMG:style_emoticons/default/smile.gif) I'm looking forward to the next version.
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SpellBinder
post Apr 20 2011, 02:54 AM
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The max Magic is because the first Initiation is tagged as completed. You can find this in the Magic sheet, and remove the "x" to fix this. DK said he already has this fixed for the next version, IIRC.

On a side note for the next version, in the custom spells at the end of the list, having the range for the drain modifiers expanded to -3 to +7 can cover a greater range of possible custom spells possible.

And agreed for the note on the Germain items, like "(gr)" or "(de)" or something. Would certainly be nice to know what won't show up in my books.
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Wizard_Thoarin
post Apr 20 2011, 09:09 AM
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I'm starting to enter characters from a campaign I started this last weekend, and for the first character I'm entering, I've noticed that the Character Sheet 3 does not list the characters rolled starting Nuyen while the first two sheets do. Also, unless its hiding on me somewhere on the character sheets that I'm not seeing, the Stealth Program and its rating is not listed. I'm working off slightly modified version of the Smuggler from pg. 108 SR4A.

Thanks for all your work
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Seerow
post Apr 20 2011, 07:49 PM
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Another thing I found odd: Under pets, there's no way to add bioware to your pets, though quite a bit of cyber is listed as possible. Given that Bioware is a very effective way of improving your pets, (especially Chimeric pets, which per RW28 don't have to pay essence to get bioware), missing it hurts a lot.

Related Feature Request: Under Ally Spirit, if you pick the Inhabitation form, it'd be nice to be able to pull up either a pet or one of the constructs from SM, so you can have your spirit's physical stats easily accessible on the same page as its skills/powers.

Unrelated feature request: When selecting something such as Improved Skill adept power, reflex recorder, etc, a secondary box opening up that you can choose the skill it affects.
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Tyro
post Apr 20 2011, 09:02 PM
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Pets are awesome ^_^
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Wizard_Thoarin
post Apr 21 2011, 08:56 PM
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Did something happen to the Metagenetic Improvement (Body) that the Fomori (Runners Companion pg 72) get? According to page 114 of Runners Companion Metagenetic Improvement (Attribute) is supposed to raise the Minimum and Maximum values for the chosen attribute by 1 above the racial minimums for the core race. This should give the Fomori a body with min/max of 6/11 not counting augmentation or am I missing something? The Metagenetic Improvement (Body) does not seem to list in the Positive Qualities on the character sheet either. Is this something that is too difficult to implement in the spreadsheet and I'm just going to have to remember and note by hand?
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bobbaganoosh
post Apr 21 2011, 10:36 PM
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QUOTE (Wizard_Thoarin @ Apr 21 2011, 12:56 PM) *
Did something happen to the Metagenetic Improvement (Body) that the Fomori (Runners Companion pg 72) get? According to page 114 of Runners Companion Metagenetic Improvement (Attribute) is supposed to raise the Minimum and Maximum values for the chosen attribute by 1 above the racial minimums for the core race. This should give the Fomori a body with min/max of 6/11 not counting augmentation or am I missing something? The Metagenetic Improvement (Body) does not seem to list in the Positive Qualities on the character sheet either. Is this something that is too difficult to implement in the spreadsheet and I'm just going to have to remember and note by hand?

I don't see what the problem is. If you select Fomori it displays the body attribute is 6/11. As far as SURGEd characters go, in order to select any metagenetic qualities you must first choose a SURGE quality.
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Wizard_Thoarin
post Apr 22 2011, 08:40 AM
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QUOTE (bobbaganoosh @ Apr 21 2011, 03:36 PM) *
I don't see what the problem is. If you select Fomori it displays the body attribute is 6/11. As far as SURGEd characters go, in order to select any metagenetic qualities you must first choose a SURGE quality.


Ok, then I'm missing something. Where do you find the Surge Qualities, are they in with the positive/negative qualities? And why wouldn't what is listed as a racial quality in the book not be listed simply by paying the BP Cost for the race? The Arcane Arrestor and Thermographic Vision show up under racial traits just fine and I believe Arcane Arrestor is also a metagenetic quality...

Using version 10_fix in Office 2007 as an xlsm file doesn't seem to give any bonus to the min/max of the body attribute. maybe its an office 2007 issue then?
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