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> Upgraded Character Generator, Updated Generator Based on work from Autarkis and Blakkie
Deus Innomen
post Jan 10 2009, 05:03 AM
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QUOTE (DamienKnight @ Jan 9 2009, 10:10 PM) *
Could you point me to the page in Unwired where I can review the rules for program options?


Page 114 to 118. (IMG:style_emoticons/default/smile.gif)

And...

QUOTE (DamienKnight @ Jan 9 2009, 10:10 PM) *
If you would like me to add Enhanced Phermone Receptors, please give me the Book and page number.


Augmentation, page 64.

Sorry to answer everybody else's stuff. I just happen to be sitting here with all the books around me working on a character.
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DamienKnight
post Jan 10 2009, 05:21 AM
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QUOTE (Deus Innomen @ Jan 9 2009, 11:03 PM) *
Page 114 to 118. (IMG:style_emoticons/default/smile.gif)

And...



Augmentation, page 64.

Sorry to answer everybody else's stuff. I just happen to be sitting here with all the books around me working on a character.

Thanks Dues Innomen. I will add these last two things then release 9b tonight.

edit: Added 6 missing bioware items from p. 64 and 65. Adding program options will require a major revision to hacking, so it going to wait for another day.
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DamienKnight
post Jan 10 2009, 05:54 AM
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Version 9b is now available.

I revised the 'Raise' column on attributes when not in Karma_Build_System mode. The drop down will now only display values greater than your BP base.

Added some missing wares, fixed several formulas.
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laptopscribe
post Jan 10 2009, 06:45 AM
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Thank you very much DamienKnight. Sheet works great, and you have created an amazing player resource.

Kudos.
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Tyro
post Jan 10 2009, 07:15 AM
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The Technomancer tab shows up when you first open a "virgin" copy of 9b. It goes away if you select anything but Technomancer (or "reselect" none).

Not exactly a big deal, but I just happened to notice ^_^
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GrimDarkKnight
post Jan 10 2009, 02:08 PM
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It appears that the Vehicle Modification Improved Economy (Arsenal Pg. 138) is missing from the drop down lists. Also the Standard Upgrades for many of the vehicles are not included in their descriptions in the White Box below the Other Notes section (Arsenal Pg. 106 Lists the Standard Upgrades for Vehicles from the SR4 Core Rule Book in a Sidebar and the Standard Upgrades for the New Vehicles are listed with their descriptions on Arsenel Pages 107 thru 123). These standard upgrades do not use up any of the Vehicle Upgrade Slots (Arsenal Pg. 131 Off-the-Rack Vehicles with Upgrades)

Finally when I select to add a Weapon Mount to the First Vehicle on the Vehicle Sheet it adds the Description of that Weapon Mount to the White Box description of all of the Vehicles below it and selecting a Weapon Mount for the Other Vehicles on that sheet do not add any description of the mount anywhere at all. The weapon mounts all seem to properly add to the Used Slots they are just failing to properly add their descriptions to the White Box area.

Thank you for all the Hard work on this great resource, keep up the good work.

GrimDarkKnight
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DamienKnight
post Jan 10 2009, 09:30 PM
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QUOTE (Tyro @ Jan 10 2009, 01:15 AM) *
The Technomancer tab shows up when you first open a "virgin" copy of 9b. It goes away if you select anything but Technomancer (or "reselect" none).

Not exactly a big deal, but I just happened to notice ^_^

Yep. If you have scripts enabled it hides sheets you dont need and reveals them only if you are going to need them. IE, only a technomancer needs to see a technomancer page, only a PhysAd, Mage or Magic Adept need to see the Magic page, and Technomancers dont need the hacking page.

All of the sheets are available as default so that those with Open Office who cannot run the vbscripts are able to see the pages without manually showing them.

Also a note, when you are in Developer mode (Ctrl+Shift+D) the show/hide script only reveals, but does not hide.

For those with excel who might want to edit the sheet, Developer mode shows the column labels, unprotects the sheets, and optionally unhides all of the data sheets. Ctrl+Shift+D to switch back to Production mode, which hides all data sheets, protects all non-data sheets, and hides column labels.

QUOTE (GrimDarkKnight @ Jan 10 2009, 08:08 AM) *
It appears that the Vehicle Modification Improved Economy (Arsenal Pg. 138) is missing from the drop down lists. Also the Standard Upgrades for many of the vehicles are not included in their descriptions in the White Box below the Other Notes section (Arsenal Pg. 106 Lists the Standard Upgrades for Vehicles from the SR4 Core Rule Book in a Sidebar and the Standard Upgrades for the New Vehicles are listed with their descriptions on Arsenel Pages 107 thru 123). These standard upgrades do not use up any of the Vehicle Upgrade Slots (Arsenal Pg. 131 Off-the-Rack Vehicles with Upgrades)

Finally when I select to add a Weapon Mount to the First Vehicle on the Vehicle Sheet it adds the Description of that Weapon Mount to the White Box description of all of the Vehicles below it and selecting a Weapon Mount for the Other Vehicles on that sheet do not add any description of the mount anywhere at all. The weapon mounts all seem to properly add to the Used Slots they are just failing to properly add their descriptions to the White Box area.

Thank you for all the Hard work on this great resource, keep up the good work.

GrimDarkKnight

I will work to address the mounted weapon issue. The vehicles page could use a total revision but I am not ready for that.

As for missing items, please unhide the vehicles data page, see the fields I am using, and give me all the data I would need to enter, or optionally send me a corrected sheet that I can pull the data from. I am not very interested in alot of data entry at this point.

Does anyone know if it is possible for a spreadsheet to have both embedded vbscript and embedded OObasic scripts and work properly in both Excel and OO?
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Noirfatale
post Jan 12 2009, 03:41 AM
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for some reason 9b crash over and over again for no reason (before I do anything when I start it up, after a click on a dragdow menue ect) got to go back to 9a.

I have win xp and I use Open Office 3.0
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Dakka Dakka
post Jan 12 2009, 07:22 AM
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I just had a quick glance at Beta 9b, as with Beta 8 i still get a VB Runtime-Error 1004 something like "Unable to set the color property of the interior object" the exact message is: "Die Color-Eigenschaft des Interior-Objektes kann nicht festgelegt werden". I Use MS Office 97. Probably due to this error the checkboxes for the optional rules are missing, up to Beta 7 they worked. As with all versions i tested, setting the priting field in CharSheet does not work. Same error code different text. I have to do it manually.

Thanks for all the work you put into the sheet, DamienKnight. Keep it up.
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Blind Guardian
post Jan 12 2009, 03:49 PM
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QUOTE (Dakka Dakka @ Jan 12 2009, 02:22 AM) *
Probably due to this error the checkboxes for the optional rules are missing, up to Beta 7 they worked.


That's the same error I'm getting with Office 2000. In my case, that error creates a green column of boxes that either say True or False where the toggles for the optional rules ought to be. The checkbox for the optional rules isn't gone; for some reason, it's all the way at the extreme right end of the sheet. Move your scroll bar all the way to the right and you should find it. It still seems to work just fine for me.

I've been playing with the gear section, and I noticed that in the B&E gear section, the Maglock Passkey, the Keycard Copier, and the Sequencer aren't available with adjustable ratings. Per page 327 of the BBB, they're available in rating 1-6. The Keycard copier has a flat availability of 8 and a cost of (rating x300), the passkey has an availability of (rating x3) and a cost of (rating x2000), and the sequencer has a availability of (rating x3) and a cost of (rating x200).
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Ryu
post Jan 12 2009, 03:57 PM
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A suggestion for adding custom skills, this one for active skills. Note that the Active_Skills_List name isn´t used. Data input and alphabetical sorting are automatic.

CODE
    'Check for skill list updates:
        Dim add_skill, write_cell
        
        Set Target = Target.Item(1, 1) 'target is now a single cell (multi-cell deletes are not a source of new skills, so no loss of info)
                      
        If Not Intersect(Target, Range("Active_Skills_Area")) Is Nothing Then 'changed cell is an active skill name cell(inverse logic)
            If Target.Offset(-1, 4).Value = "" And Target.Offset(-1, 5).Value = "" 'but not a specialisation
              If ThisWorkbook.Sheets("Misc_Data").Range("A:A").Find(Target.Value, LookIn:=xlValues) Is Nothing Then 'and the skill is unknown
                                add_skill = MsgBox(Target & " was not found in the Active Skill list, would you like to add it?", vbYesNo, "Add New Active Skill?")
                                If add_skill = vbYes Then
                                    Set write_cell = ThisWorkbook.Sheets("Misc_Data").Range("A:A").Find("", LookIn:=xlValues).Item(1) 'first element of all empty cells in column A
                                    write_cell.Value = Target.Value 'direct write of the input, no user activity beyond clicking "Yes"
                                    ThisWorkbook.Sheets("Misc_Data").Range("A:B").Sort key1:=ThisWorkbook.Sheets("Misc_Data").Range("A2"), order1:=xlAscending, header:=xlYes 'alphabetical sorting, user entry denoted by empty column "B".
                                End If
                            End If
            End If
        End If
    End If
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Scoot
post Jan 12 2009, 08:10 PM
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One thing I think would make the sheet better is an easier way to buy ammo. Currently, you have to buy it in batches of 10, which is normal, but you have to select the items each time for each batch of 10. Maybe instead the number of groups of 10 could be put in the rating box and set ammo to be multiplied by the rating?
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Fyndhal
post Jan 12 2009, 10:41 PM
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DamienKnight:
First off, THANK YOU for adding the gear selection. It makes my life MUCH easier.

Second: Cell AA6 on the Main_Sheet page seems to be adding the BP cost of Foci twice. In other words, if you have a Force 3 focus, it calculates the cost as 6 BP instead of only 3. Isolating this further, it only happens if you put the X into BP -- if you leave the X off, it charges the correct amount.

EDIT: This is in version 9b, btw.
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Bobson
post Jan 12 2009, 11:00 PM
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I'm finally making another character, so more feedback:
  • The Class I/II/III Surge qualities don't actually take any BP Cell A39 has no formula
  • Cyberware compatability should be metagenetic, since it's really just a flavor of Biocompatability (from Augmentation, you can have it for bioware or cyberware, not both), and Biocompatability can be metagenetic - how this actually makes sense, I don't know, but it seems to be RAW.
  • The freeze pane on the main page annoys me - the instructions for how to remove it are really nice to have. Thank you (IMG:style_emoticons/default/smile.gif)
  • Customized limbs (+body, +agi, and +str) don't increase the availability of the limb as they should (Aug, 44) - maybe they should be a in separate area to the right of cyberlimb boxes specifically for these customizations and custom purposes (see next point)
  • Optimized cyberlimbs (Aug, 45) don't seem to be anywhere on the cyberlimb page. In addition to the possible placement above, they could also just go into their respective arms/legs menus as pre-modified full obvious/synthetic choices (since you can only have one optimization and it's always a full limb)
  • I really like the martial arts styles/maneuvers section. My one issue with it is that the advantages menu is too narrow to read the whole line that goes with it.
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DamienKnight
post Jan 12 2009, 11:32 PM
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My internet is offline at home, possibly until Wednesday (CHARTER CABLE, YOU ARE THE BANE OF MY RECREATION TIME!)

Until then, no fixes. For those with macro issues, please disable macros. Go to your security settings and set it so that your excel prompts you whenever macros are in a sheet, then whenever opening the Character Generator when it asks if you want macros enabled, select 'No'.

Someday I may try to add something to the macros that checks to see what version of excel you are running and disables different parts of the macros appropriately. For now, the sheet works perfectly well without macros installed, so just use it without macros.

The control box is way to the right on purpose... so it is not in the way if you have macros disabled. With macros disabled the control box does not work (at least in excel 2003). Basically I distribute the sheet in a format that is compatible with Macro-Free users, then have MACROS that hide/move control options when the sheet is opened, and rehides it when the sheet is closed.

Thanks for all the feedback on 9b!
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Fyndhal
post Jan 13 2009, 02:34 AM
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Odd. On the Gear page, cell B54 is missing the cost formula. Cells above and below it had the formula, however. It should be
QUOTE
=IF($E54="","",AK54 + AL54*IF(I54<>"",I54,1))


Request for 9c: Add a "Count" column to gear, which defaults to 1. I went to buy 10 Stim Packs and had to add one ten times. Kinda messy.
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Stormdrake
post Jan 13 2009, 04:42 AM
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Great improvements! A couple things I noticed though; if you select drake it does not subtract bp from total on main page and there does not seem to be any listing for libraries for mages outside the pocket one (rating1-3). Nitpicking on the library I know but I like playing mages. (IMG:style_emoticons/default/grinbig.gif)
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Bobson
post Jan 13 2009, 02:12 PM
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Another minor nitpick - comments this time. The note for knowledge and language skills says that specialization isn't supported, but it now is (IMG:style_emoticons/default/wink.gif)

Also, the comment on cash remaining on the cyberparts screen is in a too-small box.

----

Just noticed that the skill group changes from the beta-7 series seem to have been lost along the way. I don't know if that was deliberate or not. I just noticed the spot for putting in an adjustment, so clearly it was deliberate.
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DamienKnight
post Jan 13 2009, 05:17 PM
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QUOTE (Bobson @ Jan 13 2009, 08:12 AM) *
Just noticed that the skill group changes from the beta-7 series seem to have been lost along the way. I don't know if that was deliberate or not. I just noticed the spot for putting in an adjustment, so clearly it was deliberate.

Could you elaborate on this Bob? In version 9 I removed the 'FIND' and 'MATCH' forumlas that were detecting Group/non-group, and added a hidden column on the right that pulls in the 'GS' 'SK' code for the skill selected, then the hidden column is referred to for conditional formatting and forumlas. This change likely broke something else, or maybe I had versioning issues when updating. Either way, let me know what you want me to change.
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DamienKnight
post Jan 13 2009, 05:18 PM
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QUOTE (Fyndhal @ Jan 12 2009, 08:34 PM) *
Odd. On the Gear page, cell B54 is missing the cost formula. Cells above and below it had the formula, however. It should be

Request for 9c: Add a "Count" column to gear, which defaults to 1. I went to buy 10 Stim Packs and had to add one ten times. Kinda messy.

QUOTE (Stormdrake @ Jan 12 2009, 10:42 PM) *
Great improvements! A couple things I noticed though; if you select drake it does not subtract bp from total on main page and there does not seem to be any listing for libraries for mages outside the pocket one (rating1-3). Nitpicking on the library I know but I like playing mages. (IMG:style_emoticons/default/grinbig.gif)

QUOTE (Bobson @ Jan 13 2009, 08:12 AM) *
Another minor nitpick - comments this time. The note for knowledge and language skills says that specialization isn't supported, but it now is (IMG:style_emoticons/default/wink.gif)

Also, the comment on cash remaining on the cyberparts screen is in a too-small box.

Excellent suggestions. I will be sure to fix these all in 9c.
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DamienKnight
post Jan 13 2009, 05:27 PM
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QUOTE (Ryu @ Jan 12 2009, 09:57 AM) *
A suggestion for adding custom skills, this one for active skills. Note that the Active_Skills_List name isn´t used. Data input and alphabetical sorting are automatic.

CODE
    'Check for skill list updates:
        Dim add_skill, write_cell
        
        Set Target = Target.Item(1, 1) 'target is now a single cell (multi-cell deletes are not a source of new skills, so no loss of info)
                      
        If Not Intersect(Target, Range("Active_Skills_Area")) Is Nothing Then 'changed cell is an active skill name cell(inverse logic)
            If Target.Offset(-1, 4).Value = "" And Target.Offset(-1, 5).Value = "" 'but not a specialisation
              If ThisWorkbook.Sheets("Misc_Data").Range("A:A").Find(Target.Value, LookIn:=xlValues) Is Nothing Then 'and the skill is unknown
                                add_skill = MsgBox(Target & " was not found in the Active Skill list, would you like to add it?", vbYesNo, "Add New Active Skill?")
                                If add_skill = vbYes Then
                                    Set write_cell = ThisWorkbook.Sheets("Misc_Data").Range("A:A").Find("", LookIn:=xlValues).Item(1) 'first element of all empty cells in column A
                                    write_cell.Value = Target.Value 'direct write of the input, no user activity beyond clicking "Yes"
                                    ThisWorkbook.Sheets("Misc_Data").Range("A:B").Sort key1:=ThisWorkbook.Sheets("Misc_Data").Range("A2"), order1:=xlAscending, header:=xlYes 'alphabetical sorting, user entry denoted by empty column "B".
                                End If
                            End If
            End If
        End If
    End If


That is a nice suggestion, and good work with the code.

I am actually thinking about disabling the macros for entering custom skills. Because I am referring to the lists on the data page using formulas within Named Ranges, the named ranges cause errors when being used in macros in many versions of Excel (although Excel 2003 SP2 seems to be immune to the problems).

The code for adding in new skills was a neat idea at the time, but I never developed it further since not many can make use of it. I have resolved to only add in macros that are useful for development by me personally, since I have no guarantees anyone else will be able to use them.

In fact, I may remove all macros entirely except for the Dev mode macros, the dice rolling macros, and the control box macros. Sheet hiding is frivolous when weighed against the problems everyone is having with errors in newer/older versions of excel.

However! Perhaps your script would be handy just for me personally, since it would make adding new data simple. If I add alphabetic sorting to it, I could set it up for all different kinds of lists, such as gear. Perhaps if I can write a modular function, that reads in what your data validation refers to, then reads in headings from that range and prompts for data entry.... hmm. It should not take any sort of priority, but you are inspiring the code geek inside me...
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Bobson
post Jan 13 2009, 07:10 PM
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QUOTE (DamienKnight @ Jan 13 2009, 12:17 PM) *
Could you elaborate on this Bob? In version 9 I removed the 'FIND' and 'MATCH' forumlas that were detecting Group/non-group, and added a hidden column on the right that pulls in the 'GS' 'SK' code for the skill selected, then the hidden column is referred to for conditional formatting and forumlas. This change likely broke something else, or maybe I had versioning issues when updating. Either way, let me know what you want me to change.


Actually, I see what it's doing now. It changed from the "-X" notation it had before which is what I was expecting, but this makes a lot more sense.

Another issue: On the cyberparts screen, I don't think cyberskull values for stats should be averaged in with the others. I can't find any rules specifying whether it gets counted or not - the closest I can find is from SR4 (p. 335) "When a particular limb is ued for a test ... use the attribute for that limb (natural or cyber); in any other case, take the average value of all limbs involve din teh task (round down)." The way I read this, it's merely a bookkeeping convenience to actually note the modified attribute on your character sheet - the stat doesn't really change, but since most of what you do is whole-body, you're usually averaging all limbs. Following this logic, since your head's strength/agility is rarely involved in doing something, it probably shouldn't be included in the convenience averages for those stats.
Body, of course, you can make a case for. However, looking at the example provided on that page, Critical George has Body 3, with one Body 6 limb and one Body 5 limb. (6 torso+5 leg+3 arm + 3*2 natural leg&arm)/5 = 4, but if it was including the skull, it'd only be 3.88, and thus 3, not the listed 4.
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DamienKnight
post Jan 13 2009, 07:31 PM
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QUOTE (Bobson @ Jan 13 2009, 01:10 PM) *
Actually, I see what it's doing now. It changed from the "-X" notation it had before which is what I was expecting, but this makes a lot more sense.

Another issue: On the cyberparts screen, I don't think cyberskull values for stats should be averaged in with the others. I can't find any rules specifying whether it gets counted or not - the closest I can find is from SR4 (p. 335) "When a particular limb is ued for a test ... use the attribute for that limb (natural or cyber); in any other case, take the average value of all limbs involve din teh task (round down)." The way I read this, it's merely a bookkeeping convenience to actually note the modified attribute on your character sheet - the stat doesn't really change, but since most of what you do is whole-body, you're usually averaging all limbs. Following this logic, since your head's strength/agility is rarely involved in doing something, it probably shouldn't be included in the convenience averages for those stats.
Body, of course, you can make a case for. However, looking at the example provided on that page, Critical George has Body 3, with one Body 6 limb and one Body 5 limb. (6 torso+5 leg+3 arm + 3*2 natural leg&arm)/5 = 4, but if it was including the skull, it'd only be 3.88, and thus 3, not the listed 4.

Nicely researched, and a very logical supporting argument. I am convinced, and will update the cyberparts average attribute calculations in 9c. Can you even purchase strength upgrades on a head? I guess it would give you a nice headbutt attack!
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Ryu
post Jan 13 2009, 09:27 PM
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QUOTE (DamienKnight @ Jan 13 2009, 06:27 PM) *
That is a nice suggestion, and good work with the code.

Thanks, I´m glad if it is of some use to you. The code works for me, but I would be in the 2003 SP2 camp. Removing Name usage is rather easy, if that is the only hang-up. This minor code-geek wouldn´t know. (IMG:style_emoticons/default/wink.gif)
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Bobson
post Jan 14 2009, 12:08 AM
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QUOTE (DamienKnight @ Jan 13 2009, 02:31 PM) *
Nicely researched, and a very logical supporting argument. I am convinced, and will update the cyberparts average attribute calculations in 9c. Can you even purchase strength upgrades on a head? I guess it would give you a nice headbutt attack!

Yeah, that's what I figured. You *could* buy agility or strength or body for a cyberskull (it never says you can't), but they'd only be useful for headbutts, gore attacks if you have horns, and resisting headshots.

Personally, I'd rather just say that the only thing you can add to a cyberskull is armor. And that for averaging armor the skull does count. But I'm not sure that that's supported anywhere.
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