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> Upgraded Character Generator, Updated Generator Based on work from Autarkis and Blakkie
DamienKnight
post Aug 10 2010, 01:56 PM
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QUOTE (Traul @ Aug 9 2010, 11:54 AM) *
I have problems with the Infected: the sheet makes them all start with Magic 2 and Essence 6 for the ones with Essence loss.


Not sure about the Magic 2, but the max essence for any infected with essence loss is 12, meaning their point of 'Lost' Essence when they get infected is not permanent the way it is for characters without essence loss. If you disagree with this, DO NOT post here about it. Post in the main forums and start a discussion, then link the thread here.
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Draco18s
post Aug 10 2010, 05:41 PM
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That's a little difficult to read there, Damnien, but I think what you're trying to say is that these infected can get their Essence up to 12, even if their current value is lower, and that cyberware is lopping off the end (so an infected with 2 points of cyber has a max of 10, though if they're currently fed to 6, they still have 6).
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DamienKnight
post Aug 11 2010, 02:52 PM
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QUOTE (Draco18s @ Aug 10 2010, 12:41 PM) *
That's a little difficult to read there, Damnien, but I think what you're trying to say is that these infected can get their Essence up to 12, even if their current value is lower, and that cyberware is lopping off the end (so an infected with 2 points of cyber has a max of 10, though if they're currently fed to 6, they still have 6).


I think the natural maximum of Essence for a creature with essence loss is 6. 2 points worth of cyberware would drop them to 4. They can drain up to twice their max essence. This means a new vampire with no wares could soak up to 12 essence. One with 2 points of cyberware cannot exceed 8 essence.
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Draco18s
post Aug 12 2010, 07:53 PM
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QUOTE (DamienKnight @ Aug 11 2010, 10:52 AM) *
I think the natural maximum of Essence for a creature with essence loss is 6. 2 points worth of cyberware would drop them to 4. They can drain up to twice their max essence. This means a new vampire with no wares could soak up to 12 essence. One with 2 points of cyberware cannot exceed 8 essence.


Er, yes. That sounds right.

Anyway, the point was, you can still "have" 6 essence even after 'ware.
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Tyro
post Aug 13 2010, 11:17 PM
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The Defiance EX Shocker is SS, not SA.

Injection darts (for dart pistols) don't appear to be in the gear list.
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Mattily
post Aug 15 2010, 01:44 PM
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Is there any way to put more selection boxes in under a category?

Also, is there a way to specify which sense etc has been selected for the adept abilities such as improve sense?

(I'm really bad at excel so sorry if its obvious or been asked before)

Excel 2010 keeps sending up compatibility messages on closing, but it seems to be working fine so I've been ignoring them so far, I'll let you know if they do produce problems

Nice program by the way, thanks for your efforts.

Thanks
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Mattily
post Aug 15 2010, 02:20 PM
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Got another question...is it possible to add custom mentor spirits? I've tried and keep getting that my formular is wrong. It probably is.

Oh for the days of nsrgc...I knew how to edit that!!!!

Sorry for all the piddly little questions

Thanks
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ScarabDrac
post Aug 15 2010, 03:55 PM
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First off, I LOVE THIS GENERATOR! My thanks go out to everybody who has contributed to this project!

Now that that's out of the way, I have a couple questions.

I don't see any links to verion L. When will it be available?

Where in the workbook are the lists such as Cyberware_Wares_Selected and Cyberparts_Selected (used in Char Sheets) defined? I'm working on an plan for a Wares sheet that grouped by type (headware, bodyware, bioware, etc) and has page references, and I'd like to reuse as much of the current code as possible. (Call it good SoftEng habits or laziness, your choice. (IMG:style_emoticons/default/rotate.gif) )

Again, thank you for the wonder app!
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Tyro
post Aug 15 2010, 06:08 PM
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To fix compatibility messages, save the sheet as .xlsm (excel macro-enabled document). It should also halve (approximately) your file size.
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Mäx
post Aug 16 2010, 07:41 AM
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QUOTE (Mattily @ Aug 15 2010, 04:20 PM) *
Got another question...is it possible to add custom mentor spirits? I've tried and keep getting that my formular is wrong. It probably is.

Right lick on the tab list at the bottem, click show from the opening menu and then select Magic_data to unhide the magic data tab.
Once your in that tab scroll to left until you see the list of available Mentor spirits, then just right lick on one of the mentorsd listed and select add from the opening menu and then whole line.
After that just fill in your own mentor spirit.

If that wasn't clear enounght, ask a specific question about the proses and i'm sure i or someone else will explain it better.

As for your question about adept powers, those powers have a [sense] or [skill] or somethink else in the end there, the text between the crackets can be changed to what ever you want, just reblase the word thats in them with what you want in the function line.
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Mattily
post Aug 16 2010, 09:07 AM
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Many thanks...I'll give it a try this evening
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Mäx
post Aug 16 2010, 11:25 AM
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QUOTE (Mattily @ Aug 16 2010, 11:07 AM) *
Many thanks...I'll give it a try this evening

Your welcome, hope it works for you.
I'm not really that good at articulating advice like that and translation causes it own problems(my work laptop has a frakking Finnish excel)
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Thirty Second Ar...
post Aug 16 2010, 11:27 AM
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Yay, more bugs to report for Version 1k.

Lifestyle: AI home node costs are being added to BP-purchased nuyen, rather than subtracted from it.

Main Sheet: Knowledge skill points aren't being accounted for properly.
  • By RAW, characters receive (Int+Log)x3 knowledge points right out of the gate at no cost. Using the SR4A TM example character on p.112, he starts with Int 5 and Log 5, which equates to 30 free knowledge points to spend on languages, knowledge skills, and their associated specializations. Version 1k is not accounting for this, and is calculating as if starting knowledge and language skills are being purchased with BP instead of starting knowledge points. This puts the SR4A TM example character at 459/400 BP.
  • Additionally, due to the above miscalculation, cell AE8 appears to be basing the number to the left of the slash on the amount of BP spent on language and knowledge skills. With the SR4A TM example character, it displays 59/60 instead of 30/60.

Main Sheet: Starting sprites cost Karma regardless of if the sheet is in karmagen mode or not.

Gear: I can't find a listing for software programming suites, found on Unwired p.118. If it's not buried somewhere unlikely, the entry for them is:
  • Software Programming Suite (Rating 1-5)
  • Availability 6
  • Cost: Rating x 1,000¥

Gear, Armor Modifications & Weapons, Melee Weapons: Shock Frills are not listed. SR4A, p.327:
  • Shock Frills (requires Nonconductivity armor modification)
  • Availability 6R
  • Cost: 200¥
  • Reach -
  • Damage 6S(e)
  • AP -half

Weapons: Unless this has been errata'd, the Yamaha Sakura Fubuki does not fire four rounds per burst as of SR4A. All other aspects of this weapon are correct.

I've also seen some bizzare armor capacity glitches, but I still haven't gotten around to pinpointing exact circumstances, so I won't list anything about that just yet.
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Mäx
post Aug 16 2010, 11:37 AM
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Damm douple post
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Traul
post Aug 16 2010, 02:09 PM
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Signal and Response upgrades are not factored in the vehicle prices. It looks like you have fixed it for the first vehicle, but forgot to copy-paste it for the other ones.
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DamienKnight
post Aug 16 2010, 09:50 PM
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QUOTE (Thirty Second Artbomb @ Aug 16 2010, 06:27 AM) *
Lifestyle: AI home node costs are being added to BP-purchased nuyen, rather than subtracted from it.

Main Sheet: Knowledge skill points aren't being accounted for properly.

Gear: I can't find a listing for software programming suites, found on Unwired p.118. If it's not buried somewhere unlikely, the entry for them is:
  • Software Programming Suite (Rating 1-5)
  • Availability 6
  • Cost: Rating x 1,000¥

Gear, Armor Modifications & Weapons, Melee Weapons: Shock Frills are not listed. SR4A, p.327:
  • Shock Frills (requires Nonconductivity armor modification)
  • Availability 6R
  • Cost: 200¥
  • Reach -
  • Damage 6S(e)
  • AP -half

Weapons: Unless this has been errata'd, the Yamaha Sakura Fubuki does not fire four rounds per burst as of SR4A. All other aspects of this weapon are correct.

I've also seen some bizzare armor capacity glitches, but I still haven't gotten around to pinpointing exact circumstances, so I won't list anything about that just yet.


Fixed AI home node.

I have made alot of changes to Knowledge point cost in L. After it is released please review and see if the problem you describe still persists.

Programming Suites are in the 'Tools' group of gear for some reason. Moved to Software - Suites

Added Shock Frills option to Armor mods, and gave it an entry in the Melee weapons list.

The Sakura Fubuki still shoots 4 rounds. It is implied, but not clearly stated. It says 'it can do only narrow bursts' and 'only gets -1 recoil per shot' but the ammo is still listed as 10(ml)/x4. The only other place a /x denotation is used is for laser weapons, which explicitly use up multiple charges per shot. This indicates to me that the Fabruki still shoots 4 bullets at a time, and holds 40. If you disagree, please start a thread in the discussion forum, find a solution, then link the thread here.

I have made some fixes to the Armor Suits, so hopefully your glitches will be addressed. Its a complicated system (using formulas is crazy. Programming in vbscript would be SO much easier, but would only work for a portion of the users). I appreciate any playtesting and bug reporting on Armor Suits. Despite its issues, its one of my favorite parts of the sheet!

Oh, please note, if you edit any formulas in the hidden cells next to armor, many of them are matrix calculations, which require you to press 'Ctrl+Alt+Enter' when finished with them. There should be a '[]' around the equation after you do that. They break otherwise.

QUOTE (Traul @ Aug 16 2010, 09:09 AM) *
Signal and Response upgrades are not factored in the vehicle prices. It looks like you have fixed it for the first vehicle, but forgot to copy-paste it for the other ones.


I checked vehicle #2 and it was working. I guess it is fixed in L, though I dont recall. Maybe it was coincidentally copied to the other vehicles when I was doing another fix.
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DamienKnight
post Aug 16 2010, 09:55 PM
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QUOTE (Mäx @ Aug 16 2010, 02:41 AM) *
Right lick on the tab list at the bottem, click show from the opening menu and then select Magic_data to unhide the magic data tab.
Once your in that tab scroll to left until you see the list of available Mentor spirits, then just right lick on one of the mentorsd listed and select add from the opening menu and then whole line.
After that just fill in your own mentor spirit.

If that wasn't clear enounght, ask a specific question about the proses and i'm sure i or someone else will explain it better.

As for your question about adept powers, those powers have a [sense] or [skill] or somethink else in the end there, the text between the crackets can be changed to what ever you want, just reblase the word thats in them with what you want in the function line.


Good answers Max.

If anyone wants more cells available in a category, let me know specifically what you need and I will look into it.

I do not recommend manually adding cells anywhere. You will likely break something. If you decide to anyway, good luck!

Also, i wanted to remind everyone of a new feature (maybe it is in K, if not it is in L) that allows you to add comments to ANY quality. Simply add ' [blahblah]' after the quality name!
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DamienKnight
post Aug 16 2010, 10:05 PM
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Version L is now available!

http://www.mediafire.com/file/a2uzkvgttt8z...SR4CG_DK_1l.zip

This version mostly contains a whole mess of fixes.

-A few added features:
-Non-Mage Drakes can now select Psychic Detection Spells when they have Dragonspeech metamagic.
-New Generic [Element] spells for Bolt, Blast and Wave.
-Added a page for tracking your Initiation group.
-Qualities can now have [comments] after them. Woo HOO!

Thanks alot to the bugfinding and help of the Dumpshock community.
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Thirty Second Ar...
post Aug 16 2010, 10:37 PM
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QUOTE (DamienKnight @ Aug 16 2010, 01:50 PM) *
Fixed AI home node.

I have made alot of changes to Knowledge point cost in L. After it is released please review and see if the problem you describe still persists.

Awesome, and I'll give that a check first thing.

QUOTE
Programming Suites are in the 'Tools' group of gear for some reason. Moved to Software - Suites

Added Shock Frills option to Armor mods, and gave it an entry in the Melee weapons list.

Also awesome on both counts.

QUOTE
The Sakura Fubuki still shoots 4 rounds. It is implied, but not clearly stated. It says 'it can do only narrow bursts' and 'only gets -1 recoil per shot' but the ammo is still listed as 10(ml)/x4. The only other place a /x denotation is used is for laser weapons, which explicitly use up multiple charges per shot. This indicates to me that the Fabruki still shoots 4 bullets at a time, and holds 40. If you disagree, please start a thread in the discussion forum, find a solution, then link the thread here.

I'll see if I can come up with a reasonable argument to support my position, then. Damned vague rules.

QUOTE
I have made some fixes to the Armor Suits, so hopefully your glitches will be addressed. Its a complicated system (using formulas is crazy. Programming in vbscript would be SO much easier, but would only work for a portion of the users). I appreciate any playtesting and bug reporting on Armor Suits. Despite its issues, its one of my favorite parts of the sheet!

Oh, please note, if you edit any formulas in the hidden cells next to armor, many of them are matrix calculations, which require you to press 'Ctrl+Alt+Enter' when finished with them. There should be a '[]' around the equation after you do that. They break otherwise.

Logic was my dump stat, so I don't do much in the way of code editing on my copies of the sheets. I'll go through the options for armor mods and figure out if any of them aren't working as intended in Version L.
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Traul
post Aug 16 2010, 11:34 PM
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Knowledge points work for me (IMG:style_emoticons/default/smile.gif)

Beware: the default creation settings are not the standard ones, but a low-level 650 karma build. And when setting the karma to 650 you deleted the formula that used to switch between 400 BP and 750 karma. Maybe it would be better to have 2 separate lines for starting BP and starting karma so that one can change the values without destroying anything.

I also have a problem with the Black Market Pipeline setting: the menu does not accept 0 as a value, so it cannot be deactivated.
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Tyro
post Aug 17 2010, 04:55 AM
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It's trauma damper, not dampener.

Similarly, it's thermal damping, not dampening.
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Mäx
post Aug 17 2010, 05:29 AM
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QUOTE (DamienKnight @ Aug 16 2010, 11:55 PM) *
I do not recommend manually adding cells anywhere. You will likely break something. If you decide to anyway, good luck!

From what i have expirimented, adding whole new lines to various data tabs, havent broken anythink.
QUOTE (DamienKnight @ Aug 17 2010, 12:05 AM) *
-New Generic [Element] spells for Bolt, Blast and Wave.

This is nice and technically enough, but is there any chance at getting all the official elemental spell into the spell list(street magic has sidebar listing names for single target and AOE spell for all elements).
I can ofcource just add them myself, but would be super nice to not have to do that everytime a new version comes out.
Actually here's a link to a version that has them added, so all you would have to do is copy them in, pretty please (IMG:style_emoticons/default/wink.gif)
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Thirty Second Ar...
post Aug 18 2010, 11:44 AM
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QUOTE (Traul @ Aug 16 2010, 04:34 PM) *
Knowledge points work for me (IMG:style_emoticons/default/smile.gif)
Same. Bon voyage, shoddy parenthesis-laden workaround hacks!
QUOTE
Beware: the default creation settings are not the standard ones, but a low-level 650 karma build. And when setting the karma to 650 you deleted the formula that used to switch between 400 BP and 750 karma. Maybe it would be better to have 2 separate lines for starting BP and starting karma so that one can change the values without destroying anything.
Haven't seen this yet, but then again I haven't poked too hard at karmagen either. Seems like a reasonable suggestion at any rate.
QUOTE
I also have a problem with the Black Market Pipeline setting: the menu does not accept 0 as a value, so it cannot be deactivated.
Odd, I didn't have that as a problem when I manually entered 0. Try that and see if it works?

Edit: Bug report removed. Look! I can admit when I'm wrong on the internet! (IMG:style_emoticons/default/grinbig.gif)
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Mäx
post Aug 18 2010, 12:43 PM
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QUOTE (Thirty Second Artbomb @ Aug 18 2010, 01:44 PM) *
Gear, Armor Mods: Incorrect capacity values for several modifications when paired with specific gear.

That would be becouse all the other armors use the different capasity rules:
From Arsenal page 44.
"Each piece of armor or clothing can only accept a total number
of modifi cation rating points equal to 6 or the highest number
of its armor ratings (Ballistic or Impact) x 1.5 (round up), whichever
is higher. Unrated armor modifi cations (for example, the gel
pack modifi cation) take up 1 point"

Not to sound hostile, but you should read the actual rules germane to the situation before reporting bugs (IMG:style_emoticons/default/wink.gif)
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Traul
post Aug 18 2010, 01:44 PM
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QUOTE (Thirty Second Artbomb @ Aug 18 2010, 01:44 PM) *
Odd, I didn't have that as a problem when I manually entered 0. Try that and see if it works?

I get an error when I try to enter a 0. Maybe it comes from OpenOffice. But that's not a big deal: I am not even sure there is an item with Availability 13, so 1 works well enough.
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