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> Upgraded Character Generator, Updated Generator Based on work from Autarkis and Blakkie
Dakka Dakka
post Nov 23 2009, 10:13 PM
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QUOTE (bmcoomes @ Nov 23 2009, 09:59 PM) *
I'm running some numbers on the armor stacking.
Aces High Jacket (3/3) [3]
FFBA full suit (6/2) [3]
PPP leg&arm castings (+1/+1) [+1]
PPP Vitals protector (+1/+1) [+1]
PPP Forarm guards (0/+1) [+1]
PPP Shin guards (0/+1) [+1]

Totals (11/9) [10]

I'm I missing something? this is how the sheet is running the numbers too with the fix.
It should be 11/9 [8].
FFBA encumbers as [3/1] the rest counts full, so Aces High [3/3], PPP leg&arm castings [+1/+1], PPP vitals protector [+1/+1], PPP forearm guards [+0/+1], PPP shin guards [+0/+1]
Altogether that is [8/8] or [8] for short.
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bmcoomes
post Nov 23 2009, 11:20 PM
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OK, I see it now for some reason I was adding it all together.

Thanks,
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smkun
post Nov 24 2009, 01:42 PM
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Hey Folks,

First DK let it be known that without this sheet I could not GM for Shadowrun!! It makes my life so much easier! So THANKS!!!

Ok on to the question, the last few points talk about the sheet calculating the total armor value for "stacking" armor. Where the heck on the sheet does it display this (the total that is)? I can't find it to save my life.

Thanks
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Dakka Dakka
post Nov 24 2009, 02:39 PM
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On the Gear sheet in the armor section there is an outfit column. If you give all the items to be worn at the same time the same name, they will be displayed as an ensemble of that name on the CharSheet.
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smkun
post Nov 24 2009, 03:33 PM
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QUOTE (Dakka Dakka @ Nov 24 2009, 09:39 AM) *
On the Gear sheet in the armor section there is an outfit column. If you give all the items to be worn at the same time the same name, they will be displayed as an ensemble of that name on the CharSheet.


Thank you very much!!
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Vittek
post Nov 24 2009, 04:36 PM
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Regarding this, I really think this kind of sheet needs a tab all dedicated to explaining the most obscure passages. Things that are probably present in one or more comments in other tabs, but that one way or another someone always misses. What do you think?

EDIT: Sorry, I forgot a question.

Damien, how much is your sheet compatible with SR4A? Is there anything I should watch out for?
I'm still pretty new to the game, I haven't played it and I'm planning to begin a Play by Forum - your sheet would be a wonderful tool.
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DamienKnight
post Nov 24 2009, 08:31 PM
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QUOTE (Vittek @ Nov 24 2009, 11:36 AM) *
Regarding this, I really think this kind of sheet needs a tab all dedicated to explaining the most obscure passages. Things that are probably present in one or more comments in other tabs, but that one way or another someone always misses. What do you think?

I think there are so many features on the sheet that it could be harrowing for a new user to try and understand it all. Perhaps a tutorial could be written? Maybe there just needs to be a few sample sheets release with examples of how to implement the more complicated features?

I do not believe there is a solution that should be integrated into the existing sheet itself, beyond cleaning up comments, or adding more of them. A tutorial would need to be a separate document available to download with the sheet, but a separate file from the sheet. Adding a tutorial is an ideal task for community involvement. Anyone with some free time and ambition could come up with an .html tutorial, or even a Word document. I would highly recommend including screen shots. A text read me would not be much more useful than the comments themselves...

If anyone has suggestions relating to Help documentation, please speak up. Anyone wanting to take a whack at it, let us know what we can do to support your efforts.

QUOTE (Vittek @ Nov 24 2009, 11:36 AM) *
Damien, how much is your sheet compatible with SR4A? Is there anything I should watch out for?
I'm still pretty new to the game, I haven't played it and I'm planning to begin a Play by Forum - your sheet would be a wonderful tool.

I believe very compatible with SR4A. The sheet began prior to SR4A, but with help from the Dumpshock Community I have been making appropriate updates when asked. If you find anything that doesn't jive with the Anniversary content, please point it out here in this forum and I will do my best to include a fix for it in the next update.
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Vittek
post Nov 24 2009, 09:45 PM
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Documentation:
The problem with comments is that there are so many, and you have to read them one at a time, so for instance if you rember you've read domething somewhere, you can spend a lot of time searching for the right comment (especially if you're not sure on which tab it is).
Screenshots are a good idea, if you/we go that way, an external document is a must.

If you don't have anything again it, I could start jotting down a skeleton for the tutorial. I will obviously cover only the most basic parts, but then someone else can expand on them.
I think the toutorial should not be character drive ("for this kind of character, do this, this and that") but instead sheet drive ("Tab X, section A, is used in this case and in this way; section B in this case and in this way" ecc) with maybe a few recaps at the end (I'm thinking especially about character advancement after creation).

Re. SR4A:
Nothing specific for the moment, I'll check the conversion manual to see if anything pops to mind. I asked only because sometimes I find missing items and I started blaming this on the different manual. One I used to miss before 1d was the helmet, but I can see it now. Another one is the Stoner-Ares M202 (SR4A, pag 320), still missing.

Forgot something again: yes, sample characters would be really helpful, but that is something that should really wait for an almost-final version, I think.
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DamienKnight
post Nov 25 2009, 12:25 AM
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QUOTE (Dakka Dakka @ Nov 23 2009, 05:13 PM) *
It should be 11/9 [8].
FFBA encumbers as [3/1] the rest counts full, so Aces High [3/3], PPP leg&arm castings [+1/+1], PPP vitals protector [+1/+1], PPP forearm guards [+0/+1], PPP shin guards [+0/+1]
Altogether that is [8/8] or [8] for short.


With the fix (applied to both ballistic AND impact) you will get 11/9[8].
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3278
post Nov 25 2009, 04:24 AM
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Is it just me, or is the sheet missing all the weapons from pages 31 and 32 of Arsenal?

When choosing the "Weapon Accessories" category on the Gear tab, nothing is available in the Gear pulldown.
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3278
post Nov 25 2009, 04:30 AM
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On the Gear tab, the "Recoil Accessories" category should be "Recoil Compensators," per the heading on page 34, Arsenal. AMP should be removed from that category. [It belongs in Manatech, but that one's already there.]
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3278
post Nov 25 2009, 04:40 AM
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On the "Vehicles" tab, there's an entry for "ECM" and "Electronic Warfare" drone autosofts [below "Available Cash"]. Where are these located in the books?

Thanks!
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SpellBinder
post Nov 25 2009, 04:50 AM
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Try "Firearm Accessories" instead of "Weapon Accessories"; you might find what you're looking for there.

As for SR4a compatibility, the costs for two types of Skillsofts got jacked up. Activesofts are 10,000 per rating now, and Knowsofts are 2,000 per rating.

Also, the last three cells still appear to not recognize any of the negative metagenic qualities.

And great work on this monolithic project, DamienKnight.

Added: Haven't looked in SR4, but "Electronic Warfare" drone autosoft is on page 246 of the SR4a book. Based on its description, I'd wager this would be the same as an "ECM" autosoft.
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3278
post Nov 25 2009, 07:37 AM
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QUOTE (SpellBinder @ Nov 25 2009, 05:50 AM) *
Try "Firearm Accessories" instead of "Weapon Accessories"; you might find what you're looking for there.

I checked, and all the missing stuff is in the Gear_Data worksheet, but isn't appearing in the pulldown. Maybe it's a problem on my end: is anyone else able to choose anything from the Firearm Accessories category on the Gear tab?

QUOTE (SpellBinder @ Nov 25 2009, 05:50 AM) *
Added: Haven't looked in SR4, but "Electronic Warfare" drone autosoft is on page 246 of the SR4a book. Based on its description, I'd wager this would be the same as an "ECM" autosoft.

Aha! There's the Electronic Warfare autosoft. Thank you! Now, if I can just figure out what the ECM Drone Autosoft is...
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SpellBinder
post Nov 25 2009, 07:49 AM
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Firearm Accessories works for me.
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3278
post Nov 25 2009, 08:13 AM
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QUOTE (SpellBinder @ Nov 25 2009, 07:49 AM) *
Firearm Accessories works for me.

My fault: I mean "Weapons Accessories."
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DamienKnight
post Nov 25 2009, 08:22 PM
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QUOTE (3278 @ Nov 25 2009, 03:13 AM) *
...I mean "Weapons Accessories."


Yes, it turns out the formulas I was using to calculate the dropdowns was weak, and was not working properly for any category at the bottom of the list. I reworked the formulas using Range math and its works better now.
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3278
post Nov 26 2009, 01:59 AM
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Excellent. Good to know it's not just me!

You don't have to respond to any of my other posts - please don't: if you responded to every bug report, you'd never have any time to fix bugs! - but if you could let me know where you're getting the ECM Drone Autosoft from, I'd hugely appreciate it. Thanks for everything, Damien!
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Vittek
post Nov 28 2009, 02:45 PM
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Hello everyone, today I tried to start a documentation file, please Damien Let me know what you think.

SR4 Character Generator.doc

Some questions that arose while doing this:

Damien, I've seen that when you enter something in the Current Resources cell, the Resources cell (which is used only during character creation) greys out. This is really interesting, you could apply that for other areas, stats for example: when you enter a stat in the Raise column, you could grey out all the Base stats column. What do you think?

I've noticed that none of the sample characters on the base handbook have a specialization in their natural language. I'm not sure a natural english speaker should not need a specialization in cityspeak if he wants to speak it perfectly. Anyway, the specialization in your natural language is not visualized correctly in the CharSheet, please either remove the possibility to specialize in it, or fix visualization.

- Also, it would be wonderful if the language and knowledge specializations were visualized on the Main_Sheet tab just like the ones for Active Skills: the color is still black instead of green, and "/ 6" for the max should disappear.

- How do you specify what kind of addiction/allergy/etc do you have?

- Is it right that when I choose a Banshee Elf Technomancer, the sheet says I have Magic and no Resonance? Note that Magic and Technomancer sheets are still working correctly for a Technomancer.

- how do you add a spirit ally? (I mean, what do I have to do to make it appear? At the moment the tab is blank.)
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Sengir
post Nov 28 2009, 05:03 PM
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QUOTE (Vittek @ Nov 28 2009, 03:45 PM) *
- Is it right that when I choose a Banshee Elf Technomancer, the sheet says I have Magic and no Resonance? Note that Magic and Technomancer sheets are still working correctly for a Technomancer.

HMHVV makes you lose any previously existing Resonance, the background is that Magic and Resonance are >100% incompatible.

QUOTE
- how do you add a spirit ally? (I mean, what do I have to do to make it appear? At the moment the tab is blank.)

Learn the Ally Conjuration metamagic (IMG:style_emoticons/default/wink.gif)
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SpellBinder
post Nov 29 2009, 08:07 AM
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There'd really be no need for someone to have a specialization in their native tongue. For other languages, though rating 3 is considered conversational, you still effectively have to make skill checks to see how much you understand; you never need to make such checks for your native tongue. Specializations in secondary languages essentially means you're good with a particular dialect of that language.

For example, someone from an English speaking nation (like Australia, Canada, England, or the United States) most likely would have "English N". Understanding the various dialects, even those within the United States alone, isn't too difficult for anyone from those respective countries.

Now take someone from a vastly different country, like Brazil, Iraq, or Japan, where English isn't the primary language. Someone from there will likely have a harder time understanding American Southern drawl if they were specialized in Ebonics for some reason (something like "English 2; Ebonics").
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Dakka Dakka
post Nov 29 2009, 11:11 AM
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QUOTE (SpellBinder @ Nov 29 2009, 09:07 AM) *
For example, someone from an English speaking nation (like Australia, Canada, England, or the United States) most likely would have "English N". Understanding the various dialects, even those within the United States alone, isn't too difficult for anyone from those respective countries.
I'm not so sure about that. Especially if the speaker from another region uses regional expressions. An example which probably most of you will understand: truck/lorry, or the connotations the word bloody has in British English.

QUOTE (SpellBinder @ Nov 29 2009, 09:07 AM) *
Now take someone from a vastly different country, like Brazil, Iraq, or Japan, where English isn't the primary language. Someone from there will likely have a harder time understanding American Southern drawl if they were specialized in Ebonics for some reason (something like "English 2; Ebonics").
In SR4 there is no penalty for using a skill outside the specialty, that is a thing of past editions. You simply do not get the two bonus dice. Unless you are conversing in Ebonics English(Ebonics) 2(+2) is the same as English 2.
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Vittek
post Nov 29 2009, 01:59 PM
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So what SpellBinder is trying to say is that, basically, anyone that comes form an english speaking nation can:
- Understand anyone speaking in any variation of English, be it australian, ebonic, cityspeak, ghetto slang, southern drawl, or anything else. And all this without any kind of training or roll.
- Fake his own variation to pass as a genuine talker of one of the many variations. This, too, requires no roll.

Regarding point one, I suppose then that the glossary of cityspeak present in the handbook was presented for the commodity of foreign players, since all american ones can already understand it without problems.
Point two, I hope it is self explanatory.

In Italy, we have about one dialect for each region. While we chose Tuscany's dialect to be defined 'Italian' a couple of centuries ago (thanks to Dante Alighieri), the dialects are much older and only neighboring ones can understand each other, sometimes barely. Still, I wouldn't go as far as saying that they are different languages, but still saying that your natural language gives you access to every dialect, both in understanding and in speaking, is impossible.
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SpellBinder
post Nov 30 2009, 06:12 AM
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You pretty much got what I was trying to say, Vittek.

And just to say before someone goes off on a "that's not how it is in the real world" line, please do remember that pretty much all RPGs don't mirror life 100%. That's what real life is for.
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DamienKnight
post Nov 30 2009, 08:40 PM
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QUOTE (Vittek @ Nov 28 2009, 09:45 AM) *
Hello everyone, today I tried to start a documentation file, please Damien Let me know what you think.

SR4 Character Generator.doc

Some questions that arose while doing this:

Damien, I've seen that when you enter something in the Current Resources cell, the Resources cell (which is used only during character creation) greys out. This is really interesting, you could apply that for other areas, stats for example: when you enter a stat in the Raise column, you could grey out all the Base stats column. What do you think?

I've noticed that none of the sample characters on the base handbook have a specialization in their natural language. I'm not sure a natural english speaker should not need a specialization in cityspeak if he wants to speak it perfectly. Anyway, the specialization in your natural language is not visualized correctly in the CharSheet, please either remove the possibility to specialize in it, or fix visualization.

- Also, it would be wonderful if the language and knowledge specializations were visualized on the Main_Sheet tab just like the ones for Active Skills: the color is still black instead of green, and "/ 6" for the max should disappear.

- How do you specify what kind of addiction/allergy/etc do you have?


Good suggestions Vittek. I will look into implementing each of them.

As far as Qualities details, I will need to implement a translation formula similar to what I am using on Physical Adepts. This is a known issue that I need to address. Thanks for the reminder.

Also, thanks for the assist Sengir. Who better to answer an infection question than a vampire?

QUOTE (SpellBinder @ Nov 29 2009, 03:07 AM) *
There'd really be no need for someone to have a specialization in their native tongue.

This discussion is interesting and should be shared with the rest of the community. Please post your ideas on language specialization in the main Shadowrun discussion forum. If the community seems to have a concesus on a house rule addressing this, I will consider adding it to the sheet.
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