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> Upgraded Character Generator, Updated Generator Based on work from Autarkis and Blakkie
DamienKnight
post Oct 24 2008, 04:00 AM
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QUOTE (dirkformica @ Oct 20 2008, 09:17 PM) *
Great character sheet. I should have done more searching before posting a quick reply in another thread.

Something I noticed, however, is that some of the SURGE qualities that should be available aren't listed. On page 110 of Runner's Companion it indicates:
"Other Metagenic Qualities

In addition to the metagenetic qualities introduced below, the following qualities available in Shadowrun, Fourth Edition qualify as Metagenetic qualities (see Qualities, p. 77, SR4; New Awakened Qualities, pp. 24–28, Street Magic; and Augmented Qualities, pp. 20–22, Augmentation). Other Positive Qualities: Astral Sight, Biocompatibility, Double Jointed, High Pain Tolerance, Magic Resistance, Natural Hardening, Natural Immunity, Quick Healer, Resistance to Pathogens/Toxins, Spell/Spirit Knack, Toughness.

Other Negative Qualities: Allergy, Asthma, Albinism, Biosystem Overstress, Disease Carrier, Gene Freak, Low Pain Tolerance, Nano Intolerance, Reduced (Sense), Sensitive System, Uncontrolled Metastasis, Weak Immune System."

I wanted to do a quick run-through of a SURGE 1 with both Type O System and Biocompatibility, but couldn't pick-up Bio since it wasn't listed as a qualifying positive SURGE ability.

Otherwise, especially as a newbie to SR4, I'm really enjoying your spreadsheet. Keep up the good work.


The above quote from dirkformica was actually posted here:

http://forums.dumpshock.com/index.php?show...50&start=50

But I took note of this when implementing Changling/Surge characteristics.

In the interest of keeping all primary data on the Main_Sheet, I figured out a way to enforce Metagenics inside the quality cells that are already there.

Basically all Normal, Metagenic, and Infected qualities are part of one big list, but if you do not qualify for the quality, that quality will appear as a blank in the list for you. For example, you cannot select the 'Fangs' metagenic quality as a default, but if you are a Gnome, or you select one of the three levels of 'Surge', then the Fangs quality is selectable.

The only problem now is that you can possibly run out of quality slots (whereas before it was not a possibility). To help compensate for this, I moved the Negative qualities list down one slot. Any slot from the positive qualities area can still be used for either positive or negative, but the number of cells that only display Negative qualities is reduced. Also keep in mind that you can always override the dropdown list by manually entering in the Quality name (but if casing or spelling is off, the cost will not display correctly).
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DamienKnight
post Oct 24 2008, 04:09 AM
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My brother in law was trying to make a surge character, so I decided to quickly implement Changlings and publish this as version 6 (along with a few bug fixes). A complete list of changes is available on the Credits tab.

SR4_Chargen_Upgraded_Beta6.zip

Simply select one of the three Surge qualities, and the Metagenic qualities will be available. Where the cost of Qualities is listed near the top, there will appear two new numbers... the number of Metagenic qualities you have selected/ The minimum you must select(and get for free).

There is also a fix for race cost, where the Karma_Build_System cost options were accidentally applying to BP characters.
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AllTheNothing
post Oct 24 2008, 01:12 PM
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Broad Auditory Spectrum is either high-frequency or low-frequency so it's probably better meaking two distinct flags for this quality.
By the way I was looking for Italian lenguage and I found Italic!! Just made me smile.
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DamienKnight
post Oct 24 2008, 01:41 PM
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QUOTE (AllTheNothing @ Oct 24 2008, 08:12 AM) *
Broad Auditory Spectrum is either high-frequency or low-frequency so it's probably better meaking two distinct flags for this quality.
By the way I was looking for Italian lenguage and I found Italic!! Just made me smile.

Yay for spellchecker! LoL... too bad it doesnt have any kind of context sensitivity. I mean you would think the dumb computer would realize we are listing languages!

I split the metagenic Broad Auditory Spectrum quality into high and low frequency versions.

I fixed Italic and went ahead and added the top 30 world languages to the list (it was missing Russian, Thai and French!)
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AllTheNothing
post Oct 24 2008, 05:49 PM
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The spellchecker?

That remindes a time when a was working in a office writing a letter to a bank (you know bank accounts, payments for the workers, yea the kind of thing that needs accuracy) and the spellchecker kept correcting peoples names, I failed to nuke a single "correction" and that one was (thanks to the Big D) intercepted by my boss. At the end of the day no harm was done but what earfull I recived (IMG:style_emoticons/default/grinbig.gif) .

Here you're making me smile again! Do you mind if I cpyright you as a cure for depression?
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DamienKnight
post Oct 24 2008, 08:32 PM
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Added Nanoware and Mentor Spirits today. Going to start on the text output and hope to include it with version 7.

When people have a chance to check out version 6, please let me know what you think about the Changeling functionality. Is it easy to understand? Make sure you read comments on cells when you are trying to figure things out.
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Bobson
post Oct 26 2008, 03:56 AM
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QUOTE (DamienKnight @ Oct 24 2008, 04:32 PM) *
Added Nanoware and Mentor Spirits today. Going to start on the text output and hope to include it with version 7.

When people have a chance to check out version 6, please let me know what you think about the Changeling functionality. Is it easy to understand? Make sure you read comments on cells when you are trying to figure things out.



I like. Thanks for adding it!


On the Vehicle data sheet, on the list of vehicle mods, the General Mods section doesn't match the sections above it, which then messes up the vehicle calculations.
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Bobson
post Oct 26 2008, 06:46 AM
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QUOTE (DamienKnight @ Oct 23 2008, 04:32 PM) *
In my opinion it would be easier to code around the Custom Weapon limit in an ini file than it would be to organize this with xml, but perhaps the xml would look more professional and be a little more standard?

Coding in xml is going to take me longer, and be less readable by a text editor, and more error prone when edited by xml editors...

I will work on some more complete samples and see how it goes. I may decide to use both methods and see which is more quickly embraced by other Character handling programs...


We probably ought to spin this off into another thread, specifically to talk about the format, and hash out the specifics of either or both.
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Mithral MAge
post Oct 26 2008, 10:25 PM
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Anyone used openoffice.org to open/use this excel sheet? Did it convert/work OK?
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gtjormungand
post Oct 28 2008, 04:44 AM
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QUOTE (Mithral MAge @ Oct 26 2008, 05:25 PM) *
Anyone used openoffice.org to open/use this excel sheet? Did it convert/work OK?


It works alright for me in my slightly outdated OO.org version 2.2.0. The problems that I've found include weapon modifications that should increase based on the base weapon cost always come up as zero and that adding a smartgun system to a weapon does not enable the smartgun properties. Also, the vehicle modifications appear to be double charged.
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awolfromlife
post Oct 28 2008, 12:19 PM
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I've used nothing but Open Office and it seems to work fine. I havent had a chance to pick it apart yet
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awolfromlife
post Oct 28 2008, 11:30 PM
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Is there a time frame for adding AI's ?
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Cabral
post Oct 29 2008, 11:11 AM
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playing around a bit more. How do I add nonstandard Complex Forms? Smartlink, Simrig, Skillsofts (if technomancer has Biowire echo), etc?
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DamienKnight
post Oct 29 2008, 06:56 PM
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QUOTE
On the Vehicle data sheet, on the list of vehicle mods, the General Mods section doesn't match the sections above it, which then messes up the vehicle calculations.

Roger that, Bob. Fixed in 7. Also going to add rating boxes for the rated items.
QUOTE ( @ Oct 29 2008, 06:11 AM) *
playing around a bit more. How do I add nonstandard Complex Forms? Smartlink, Simrig, Skillsofts (if technomancer has Biowire echo), etc?


I have added this to 7.
QUOTE
Is there a time frame for adding AI's ?

Not right now. I am currently working on the text file output for porting characters between sheet versions. I may add modular cyberlimb support also in version 7.

I will probably end up making version 8 fixes for the text output. I may be ready for AI in version 9.

I just got Fallout 3 and it is spiffy, so expect slower updates for a few weeks. In the last couple weeks I have learned to juggle holding/feeding a baby and working on the spreadsheet, but doing that AND playing F3 is unlikely (IMG:style_emoticons/default/smile.gif)
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damaleon
post Oct 30 2008, 07:58 PM
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Good luck with Fallout 3, I've been playing it myself and time just dissappears when I'm at it.

A tiny little bit of gear related updates I just noticed as I incorporated the v1.5 SR4 errata into my copy (all on the Gear Data sheet):

the limo (Nightsky) is 120,000 (IMG:style_emoticons/default/nuyen.gif) (instead of 20k)

one of the boats (Nymph) is 170,000 (IMG:style_emoticons/default/nuyen.gif) (instead of 17k)

AP of flechette rounds is +5 AP instead of +2, affecting the guns listed with Flechette ammo (about 4-8 entries I think)
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DamienKnight
post Oct 30 2008, 08:56 PM
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QUOTE (damaleon @ Oct 30 2008, 02:58 PM) *
Good luck with Fallout 3, I've been playing it myself and time just dissappears when I'm at it.

A tiny little bit of gear related updates I just noticed as I incorporated the v1.5 SR4 errata into my copy (all on the Gear Data sheet):

the limo (Nightsky) is 120,000 (IMG:style_emoticons/default/nuyen.gif) (instead of 20k)

one of the boats (Nymph) is 170,000 (IMG:style_emoticons/default/nuyen.gif) (instead of 17k)

AP of flechette rounds is +5 AP instead of +2, affecting the guns listed with Flechette ammo (about 4-8 entries I think)

Thanks, I will fix these things for beta 7.

Fallout 3 is fantastic! Its the best blend of FPS and RPG since Deus Ex!
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Cabral
post Oct 31 2008, 04:00 AM
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Do you know if some of the cosmetic cyber and biomods were deliberately left out of the equipment lists? (ie, Minor/moderate/severe modification, Clean Metabolism, Casemods, engraved datajacks, etc) Fang Implants made it in but Eyemod, Fiberoptic Hair, Genital Implants and friends didn't. I'm guessing it was personal taste, but it may have been difficulty in implementation in some cases ...
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DMFubar
post Oct 31 2008, 03:01 PM
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I've got a problem in Version 6 that may have already been brought up (quick scan did not find anything) or I may be missing something. Clicking on the drop-down menu for resources on the Main_Sheet only gives an option of 0 nuyen. Am I losing my mind here?

Beyond that, I just want to take the time to say THANK YOU to DamienKnight and the others that have brought us this most excellent character generator!!!! Your work on this has been phenomenal and has made my campaign much easier to run!
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Bobson
post Oct 31 2008, 03:13 PM
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QUOTE (DMFubar @ Oct 31 2008, 10:01 AM) *
I've got a problem in Version 6 that may have already been brought up (quick scan did not find anything) or I may be missing something. Clicking on the drop-down menu for resources on the Main_Sheet only gives an option of 0 nuyen. Am I losing my mind here?

Beyond that, I just want to take the time to say THANK YOU to DamienKnight and the others that have brought us this most excellent character generator!!!! Your work on this has been phenomenal and has made my campaign much easier to run!

I'd noticed that, but since I'm entering values by hand anyway (the 800 bp characters have a lot of money to throw around), it didn't really register. It's not just you.
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DamienKnight
post Oct 31 2008, 04:21 PM
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QUOTE (DMFubar @ Oct 31 2008, 10:01 AM) *
I've got a problem in Version 6 that may have already been brought up (quick scan did not find anything) or I may be missing something. Clicking on the drop-down menu for resources on the Main_Sheet only gives an option of 0 nuyen. Am I losing my mind here?

Someone pointed this out to me in a PM, and I have fixed it in version 7. I named the current nuyen cell 'Nuyen', which was the name already being used for the list of nuyen choices. I renamed the list of nuyen choices 'Nuyen_List' to match my naming schema, and edited the data validation in the dropdown to point to '=Nuyen_List' instead of '=Nuyen'. You can do the same if you need to fix the sheet right away, otherwise wait for version 7. You can manually insert any number between 0 and 300,000 here in mupliples of 5000 and it will work fine also.
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DMFubar
post Oct 31 2008, 05:36 PM
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Dang, and here I thought I had lost my mind, giving me an excuse to leave work early. Oh well, guess I will have to fake it now!

Thanks for the quick replies!
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DamienKnight
post Oct 31 2008, 07:37 PM
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QUOTE (Cabral @ Oct 30 2008, 11:00 PM) *
Do you know if some of the cosmetic cyber and biomods were deliberately left out of the equipment lists? (ie, Minor/moderate/severe modification, Clean Metabolism, Casemods, engraved datajacks, etc) Fang Implants made it in but Eyemod, Fiberoptic Hair, Genital Implants and friends didn't. I'm guessing it was personal taste, but it may have been difficulty in implementation in some cases ...

While I do think including penile implants is kinda dumb, the exclusion of these was an oversight. Added in version 7 now. Thanks for your Phallic Attention Cabral!
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DMFubar
post Oct 31 2008, 08:14 PM
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Two minor ones for you DK... for weapon mods, if you select "Additional Clip", it changes the ammo to 75% of the original capacity, regardless of the weapon type. According to Arsenal, only pistols are reduced to 75% original clip capacity, all other firearms remain at the same size, then doubled.

Also, for the cost of a custom weapon, anytime you select an option that has a cost of "weapon cost" the spreadsheet adds in double the weapons cost for that mod.
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Cabral
post Nov 1 2008, 05:00 AM
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QUOTE (DamienKnight @ Oct 31 2008, 02:37 PM) *
While I do think including penile implants is kinda dumb, the exclusion of these was an oversight. Added in version 7 now. Thanks for your Phallic Attention Cabral!

Heh. My wife's character has fiberoptic hair. I was just fishing for a trend.

Would you mind taking time to explain some of your optional rule flags?
Standard_Races_Cost appears to be a calculated field based on the other fields.
Other_Races_Free
Standard_Races_Normal_Cost
Standard_Races_Reduced_Cost
Standard_Races_Free

To get a RAW Karma Build System, I think I need to set Standard Races Free to TRUE, but what about Other Races Free?

Also, it doesn't seem to be raising a proper red (yellow?) flag for stat expenditure. It's a raising a flag after 375 (half of 750) properly but it should be flagging at more than 375+double the race's BP cost.

Also, a Troll with a Charisma above 1 generates an error (#N/A for stats).

Edit: Something I've done on my copy is grouped skills by skill group so that you can easily see what skill is part of which skill group.
[ Spoiler ]


Edit2: Also looks like Fangs et al as cyberlimb implants (ie, capacity) was skipped.
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Warlordtheft
post Nov 3 2008, 02:40 AM
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Great tool (tried it out today for a recurring NPC in the game), there's alot of hard work going into those files. Some things I noticed, the minor one is that the languages did not have Or'zet. Humanis must be at fault here (IMG:style_emoticons/default/wink.gif) .

Also under type for his CZ120 (I did not have it as a custome weapon), it lists 14. Not Sure what that is. Shouldn't type be light pistol?

Edge also was a bit off. I chose human as race and when entering edge it added one more, and took the BP's for it as well.

When using karma to update the mage's spell list it worked but took off 6 karma per spell instead of 5.

The other items I noted to give you feedback on was that the character sheet doesn't have significant room for adding details regarding contacts. Also under the active skills, there is no Attribute column, or total Skill+Attribute. I also find it somewhat useful to have an ammo used area on the sheet.
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