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> Upgraded Character Generator, Updated Generator Based on work from Autarkis and Blakkie
Tyro
post Aug 22 2010, 05:52 AM
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Why does version L have the Starting Availability Limit set to 8, the Starting Nuyen Limit set to 125k, the Starting Active Skill Limit set to 2, and Starting Karma set to 650?
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WearzManySkins
post Aug 22 2010, 06:14 AM
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Version L, Weapons Tab, Cell C2 needs to be changed to =SUM(C4:C11,C14:C25,Y39,Y59,Y79,Y99,Y119,Y139,Y159,Y179,Y199) from =SUM(C4:C11,C14:C25,Y39,Y59,Y79,Y99)

It will not calculate the weapon costs for the additional customized firearms with out the changes.
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Tyro
post Aug 22 2010, 09:58 AM
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The Hermes should have drone racks standard.
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Thirty Second Ar...
post Aug 22 2010, 07:28 PM
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Vehicles, Specialty Mods: The Motorcycle Sidecar mod should add +3 to the selected vehicle's Body, which as a result should increase the vehicle's Slot Maximum by +3 if its Body is at 4 or higher. As all of the cycles available in the spreadsheet have Body 4 or higher, this should be a simple +3 to both Body and Max Slots.

Main_Sheet, Martial Arts: The Firefight advantage "+1 die to Defense Tests to dodge Ranged Attacks if engaged in melee", added in the Arsenal Errata, is not listed. To shorten, perhaps "+1 Ranged Defense if in Melee" would work.
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SpellBinder
post Aug 23 2010, 01:46 AM
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QUOTE (Tyro @ Aug 21 2010, 11:52 PM) *
Why does version L have the Starting Availability Limit set to 8, the Starting Nuyen Limit set to 125k, the Starting Active Skill Limit set to 2, and Starting Karma set to 650?

I wondered about that too. I just changed the values to RAW and re-saved the base sheet that way.
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Mäx
post Aug 23 2010, 07:41 AM
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QUOTE (killfr3nzy @ Aug 20 2010, 08:57 PM) *
Wait, so you're saying those Drones were in the German Version of Arsenal, and they just haven't been translated?
I just said that because the names were German, and to be an ass.

They were added to the German version, but as far as i know there's no need for translating as english versions of them where approved by catalysts to be added.
QUOTE (DamienKnight @ Aug 20 2010, 09:56 PM) *
Perhaps an illustration would help. Try to insert a row in the Active skills area. It will insert just fine. Now select 3 skills, one on the line you added, and one above and blow. Set the skills all to 2. Now go to the Charsheet. The skill on the inserted line will not be listed. That is because to create the string used by the CHARSHEET to display skills, gear etc. it has to concatenate text values from a range, but that is not possible in excel. So instead of CONCATENATE(A1:A5) we have to say CONCATENATE(A1,A2,A3,A4,A5). If you insert a cell after A2, the formula is updated to: CONCATENATE(A1,A2,A4,A5,A6), then you have to go into the formula and manually add 'A3' to the list.

Thanks that helped a lot, i understand the problem now.
But that shouldn't be,as far as i can see, be a problem for most stuff people want to add,thinks like mentors/paragons, spells,qualities and gear.
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Thirty Second Ar...
post Aug 23 2010, 10:59 AM
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Gear, Software - Skillsoft Clusters: None of the listed skillsoft clusters are displaying a price. As listed on Unwired p.128, the prices for skillsoft clusters are:
  • DocWagon Paramedic: 14,400¥
  • Knight Errant Self-Defense: 14,400¥
  • Manadyne Archmage: 10,400¥
  • Mitsuhama Home Mechanic: 14,400¥
  • Whisky Noir: 15,200¥

Gear, Electronics - Options: Fiberoptic Cable 1m is not displaying a price. As listed on Unwired p.200, it should be 5¥/meter.

Gear, Electronics - Options: Optical Tap is not displaying a price. As listed on Unwired p.200, it should be 100¥/each.

Gear, Electronics - Options: Skinweb Array is not displaying a price. As listed on Unwired p.200, it should be 200¥/each.

Gear, Electronics - Options: Wireless Adapter is not displaying a price. As listed on Unwired p.200, it should be 150¥/each.

Gear, Electronics - Options: Simdeck is not displaying a price. As listed on Unwired p.200, it should be 1,000¥/each.

Gear, Electronics - Options: Chemical Seal is not displaying a price. As listed on Unwired p.200, it should be 200¥/each.

Gear, Electronics - Options: Datalock Module is not displaying a price. As listed on Unwired p.200, it should be 50¥/each plus the cost of encryption software.

Gear, Electronics - Options: Hardening R (1-6) is displaying as red-on-yellow warning text. Unsure if this is intentional.

Gear, Electronics - Options: Mesh Tags is not displaying a price. As listed on Unwired p.200, it should be 2¥/each.
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DamienKnight
post Aug 23 2010, 02:30 PM
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Wow, lots of great feedback. Looks like M needs to happen sooner rather than later. I will try and get a new version of the sheet out this week.
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Paul Kauphart
post Aug 23 2010, 05:54 PM
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Hello, first of all I love that spreadsheet, thanks a lot for the work.

Some feedback now, the HK XM 30 assault rifle (p321 in SR4a) baseline only feature the underbarrel grenade launcher, to replace it by an underbarrel shotgun, you need to by the additional parts for 1000¥, at least that's how I understand it. Would it be also possible to have the additional parts for the Carbine, the sniper and the LMG as stand-alone entries somewhere, rather than having to by the baseline again everytime ?

Thanks

Edit : Some more feedback, when you've got the options Martial art is not a quality and BP system, the sheet will still fill the Martial art Karma cost in AW7.

This post has been edited by Paul Kauphart: Aug 23 2010, 07:25 PM
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DamienKnight
post Aug 23 2010, 07:33 PM
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QUOTE (Paul Kauphart @ Aug 23 2010, 12:54 PM) *
Hello, first of all I love that spreadsheet, thanks a lot for the work.

Some feedback now, the HK XM 30 assault rifle (p321 in SR4a) baseline only feature the underbarrel grenade launcher, to replace it by an underbarrel shotgun, you need to by the additional parts for 1000¥, at least that's how I understand it. Would it be also possible to have the additional parts for the Carbine, the sniper and the LMG as stand-alone entries somewhere, rather than having to by the baseline again everytime ?

Thanks

Edit : Some more feedback, when you've got the options Martial art is not a quality and BP system, the sheet will still fill the Martial art Karma cost in AW7.


Paul could you be more specific about the Martial Arts issue you are having? Are you saying that in the BP system, Martial Arts is costing Karma?
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Paul Kauphart
post Aug 23 2010, 08:29 PM
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Well, yes, with 3 martial arts, I have -30 in the Unspend_Karma cell, but it only happens if Martial art are not counted as Qualities

This post has been edited by Paul Kauphart: Aug 23 2010, 08:30 PM
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Mäx
post Aug 24 2010, 06:08 AM
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Could it be possible to get this as an option for shape shifters?
QUOTE (RC page 87)
Not Always Quite Human
Shapeshifters look mostly human—normally. Through
some quirk of magic or paragenetics, some shapeshifters
can transform into a form that more closely resembles another
metatype, or even metavariants. This is represented
by changing their Shift (Human) power to another, as
appropriate—Shift (Elf), Shift(Oni), etc.—and spending an
additional number of BP equal to the typical cost for that
race –10 BP. A shapeshifter with a different metatype gains
their standard metatype abilities (see Metatype Attribute
Table, p. 72, SR4) when in that form.

As they cant be infected, it could possibly go to that drop down menu.
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SpellBinder
post Aug 24 2010, 07:46 AM
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Had a thought on how the sheet calculates the mod slots available for vehicles, though it'd take some work to implement. Was thinking an extra column could be added to the vehicle data for the bonus slots that could be called upon. Could make it easier than using an IF statement (that's still missing the Lone Star iBalls) that could potentially grow if new vehicles/drones are added that have more mod slots than their Body or have something other than 4 additional slots.
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Paul Kauphart
post Aug 25 2010, 05:55 PM
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I have a question, I noticed the sheet allow you to choose a point of adept power instead of a metamagic power when initiating, is this a house rule or is there a reference somewhere in the official rules ?
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Mooncrow
post Aug 25 2010, 06:03 PM
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QUOTE (Paul Kauphart @ Aug 25 2010, 01:55 PM) *
I have a question, I noticed the sheet allow you to choose a point of adept power instead of a metamagic power when initiating, is this a house rule or is there a reference somewhere in the official rules ?


It's an optional rule from Street Magic, page 31. I would say it's probably the most commonly played optional rule I know of though.
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DamienKnight
post Aug 25 2010, 07:55 PM
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QUOTE (Mooncrow @ Aug 25 2010, 01:03 PM) *
It's an optional rule from Street Magic, page 31. I would say it's probably the most commonly played optional rule I know of though.


Yes, its the different between Physical Adepts being Jokes, and them being the unstoppable force that every Street Samurai envies...
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Paul Kauphart
post Aug 25 2010, 07:57 PM
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Can you quote the actual text ? Cos I just looked in my Street Magic, p 31 is effectively a Tweaking the rules page, but I don't see anything like taking Adept power when initiating.
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Mooncrow
post Aug 25 2010, 08:24 PM
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QUOTE (Paul Kauphart @ Aug 25 2010, 02:57 PM) *
Can you quote the actual text ? Cos I just looked in my Street Magic, p 31 is effectively a Tweaking the rules page, but I don't see anything like taking Adept power when initiating.


Last paragraph of the Tweaking The Rules:

"Adept Initiation
Groups may consider allowing adepts to gain 1 Power Point instead of a Metamagic at Initiation."
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Mooncrow
post Aug 25 2010, 08:24 PM
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bah, at no delete post key (IMG:style_emoticons/default/nyahnyah.gif)
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Thirty Second Ar...
post Aug 25 2010, 08:26 PM
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QUOTE (Paul Kauphart @ Aug 25 2010, 12:57 PM) *
Can you quote the actual text ? Cos I just looked in my Street Magic, p 31 is effectively a Tweaking the rules page, but I don't see anything like taking Adept power when initiating.

You may have an edition of Street Magic that doesn't include the changes made in the errata. Check p.4 and see if the illustration credits list Thomas Dooley and Abrar Jamal. If these names are present, then you have an old version of Street Magic and you want to download this PDF. The rule tweak in question is on the first page of the errata.
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Krishach
post Aug 26 2010, 03:28 AM
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I would like to say thank-you for the time and effort put in to this wonderful project.


Couple of questions:

Latent Awakening quality - I've found no way to select "Magician" or any other quality and have it reduce karma. It instead messes with the build-points only. I assume that manual manipulation of karma and BP are required? You mentioned that in a previous post but I am not sure how to keep from fouling the numbers. Would you use the "skillgroup expanded BP" field to enter negative BP?

Qualities purchased after creation with Karma - are these also manually crafted on by manipulating BP? These also seem to only affect BP, and I assume the "bought off with karma" does not apply to positive qualities, especially with the strikethrough.
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Thirty Second Ar...
post Aug 26 2010, 11:15 AM
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More bug reports:

Gear, Software - Simsense: BTL Recordings and Sim Recordings are pitching a #VALUE! error; Presumably this is because their prices in Gear_Data are 20-200 and 5-200, as opposed to a set value. Additionally, there is no cost for the Reality Amplifier - it should be 500¥.

Gear, Electronics - RFID Tags: RFID Sensor Tags are nowhere to be found. They are Availability 4, Cost 500¥-for-20, and do not include the cost of the sensor you want them to have. RFID Stealth Tags are 5¥-for-20, not 100¥-for-20. Standard RFID Tags are 1¥-for-20, not 1¥-per-tag.
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Paul Kauphart
post Aug 26 2010, 03:13 PM
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Thanks Thirty Second, I do have an old version actually.

Some more bug report :

In the weapon page, in the melee weapon list, when you add a mod, that modification appears as a note at the end of the row. However, it seems to appear only if the the weapon allready has a note.

Like, if I take a katana and put the mod Personnalized grip, the note cell stays empty. I do the same for a Cougar Fine Longblade, and the note cell displays "Throwable, Personnalized grip".
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DamienKnight
post Aug 26 2010, 04:16 PM
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QUOTE (Krishach @ Aug 25 2010, 10:28 PM) *
I would like to say thank-you for the time and effort put in to this wonderful project.


Couple of questions:

Latent Awakening quality - I've found no way to select "Magician" or any other quality and have it reduce karma. It instead messes with the build-points only. I assume that manual manipulation of karma and BP are required? You mentioned that in a previous post but I am not sure how to keep from fouling the numbers. Would you use the "skillgroup expanded BP" field to enter negative BP?

Qualities purchased after creation with Karma - are these also manually crafted on by manipulating BP? These also seem to only affect BP, and I assume the "bought off with karma" does not apply to positive qualities, especially with the strikethrough.


For latent awakening... Once your character awakens you need to change the option to Magician. If you are exceeding starting BP after you character is in play, then it should not highlight the error. Even out karma costs on the Karma page.
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Thalionus
post Aug 26 2010, 08:09 PM
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Why, I can´t download the L version?

This is the error:
Invalid or Deleted File
The key you provided for file download was invalid. This is usually caused because the file is no longer stored on Mediafire. This occurs when the file is removed by the originating user or Mediafire.

(IMG:style_emoticons/default/wobble.gif)
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