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> Upgraded Character Generator, Updated Generator Based on work from Autarkis and Blakkie
DamienKnight
post Sep 19 2008, 08:04 PM
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Edit: Dec 2020 I am making the source folder available here. I have been tweaking the sheet a bit lately and will put newer versions here.

I am a big fan of the Character Generator spreadsheet created by Autarkis, and updated by blakkie. My SR group started using this sheet, and I began making small revisions. After awhile it turned into a bit of a pet project and the spreadsheet has come a long way. Since releasing the beta to Dumpshock we have reviewed and upgraded this sheet through several major versions and its looking great!

Features:

- Classic Character Generator by Autarkis and Blakkie as the basis
- Added a formatted printable Character Sheet, inspired by Harri Tusa's Wizdoc.
- Added full list of cyberware/bioware from the Augmentation book.
- Added a Hacking sheet for tracking Comlink and programs.
- Added a Vehicles page for tracking Vehicles, including Mounting turrets and other mods. Vehicle mods data and design inspired by Vehicle_SR4 by Zsolt Guthy.
- Added a complete list of weapons (as described in the back of Arsenal) in the Gear_Data page.
- Added Melee and Ranged Weapon details in the Gear page, along with armor and armor mods.
- Added a Custom_Weapons page, which allows up to three custom modded weapons as per Arsenal rules.
- Added in Metavarients, Drakes, Sapient Critters and Infected races from the Runners Companion. Standard races now list racial abilities in the Qualities area of the CharSheet.
- Added the Karma Build System, and Karma Upgrades for BP created characters. If you create your character with BP, you can raise skills/attributes with Karma for post-creation upgrades. You can also elect to build with the Karma Build System, as described in Runners Companion.
- Traditions and Adept paths by Kairo.
- Initiation w/ Ordeals/Metamagic
- Submersion, Paragons, Streams and Living Persona for Technomancers
- Changelings and Metagenic qualities for Surge or Metavarient characters.
- Sample of a sheet used for outputting the character data as a text file.
- Revised Cyberparts page
- Fully working Qualities Selection Dropdown that only lists qualities currently valid for your character (Metagenic, Infected qualities)
- Modular Cyberlimb support
- Stack armor into Outfits and display Calculated Armor/Encumberance and Mods nicely on the printable CharSheet page.
- Pets!!!!

(Edit: Now links to SR4CG STL 1)
Click Here to Download the New Character Generator

Click here for a standalone commlink tracker. Perfect for the runner with multiple commlinks!

Please check it out and tell me what you think. I would love to hear of any suggestions/requests/bugs.

And thanks again to Autarkis, Blakkie, Harri Tusa, and others who have created part of this or inspired my work. See the Credits sheet for a complete list.
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Fyndhal
post Sep 19 2008, 08:25 PM
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Very nice! The one thing I found lacking in the sr4chargenbasebeta7c.xls version of this sheet was a nice printable version. This looks like it addresses that shortcoming nicely.
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cryptoknight
post Sep 19 2008, 09:13 PM
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It's got the metavariants... but not the changelings/surge characteristics...

However... this is awesome!
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DamienKnight
post Sep 19 2008, 10:01 PM
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Yeah, I just added metavarients/infected today, and decided to leave drakes and free spirits out for the moment. I believe they will earn their own sheet since they have selectable options.
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venenum
post Sep 19 2008, 11:38 PM
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I have but one suggestion... Do you think it would be possible to make it so you can have a meta varient infected?

P.S. What does clout attribute do I can't read the tag. Must have to do with Open Office
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Alieth
post Sep 20 2008, 12:05 AM
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Hey, I downloaded the file and opened it using OpenOffice, and I have error 502 in a few places. Is there anything that can solve this?
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Beetle
post Sep 20 2008, 12:26 AM
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QUOTE (Alieth @ Sep 19 2008, 07:05 PM) *
Hey, I downloaded the file and opened it using OpenOffice, and I have error 502 in a few places. Is there anything that can solve this?

it's an error related to a Macro. Just something OO can't read. Better off sending in a bug report to the people that make Open Office and seeing if they can help you.
Running 2.2.3 on a Mac.

what I've played around with works great so far. Haven't dove into the gear sections yet though.
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Alieth
post Sep 20 2008, 12:33 AM
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QUOTE (Beetle @ Sep 19 2008, 05:26 PM) *
it's an error related to a Macro. Just something OO can't read. Better off sending in a bug report to the people that make Open Office and seeing if they can help you.
Running 2.2.3 on a Mac.

what I've played around with works great so far. Haven't dove into the gear sections yet though.



Thanks.
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cndblank
post Sep 20 2008, 01:49 AM
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Sweet!

Nice job.
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Kurious
post Sep 20 2008, 02:28 AM
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Outstanding work, W (IMG:style_emoticons/default/smile.gif) W!

And thank you for releasing it)

If I find any errors I will definitely let you know, but at this point: pure gold, $$
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Kurious
post Sep 20 2008, 02:52 AM
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Damn, I may have found an error (omission); though it may be my excel sheet.

Where are the adept powers (and spells, if any) listed at?

I see them on the character sheet, but not in the actual 'chargen' tabs.
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Beetle
post Sep 20 2008, 03:13 AM
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QUOTE (Alieth @ Sep 19 2008, 08:33 PM) *
Thanks.

You're welcome. I ran across the 502 errors once I plugged in Adept in a couple of places. Updated to the latest stable build (2.4.1) and I still have the error. C'est la vie. Though I did adjust my security setting to allow for macros, it didn't solve the problem. I'll let you know if I find a work around for Open Office.
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gtjormungand
post Sep 20 2008, 03:18 AM
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Unless Unwired changed things, the Firewall attribute for vehicles should not be dependent on its Pilot program or your commlink. The firewall attribute from pilot rating only applies for Agents and IC, which a vehicle pilot is not. Instead, it should default to the vehicle's device rating or allow one to buy a firewall increase for each vehicle.

The price to improve Agents/IC/Pilot attributes should be the new cost with no refund for the original.

If any of these assumptions are actually incorrect, please let me know with specific references.

Vehicle/drone modifications would also be cool, but otherwise looks nice.
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cryptoknight
post Sep 20 2008, 05:39 AM
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When using Karma to improve stats... it acts very odd when improving magic.

i.e. Soft cap magic to 5... add karma to the karma log... spend karma to increase magic to 6.

When you do that... suddenly it spends build points AND Karma.

And how do I split a skill group after character creation without screwing up the original build points?
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merashin
post Sep 20 2008, 05:47 PM
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is it just me, or are martial arts and milspec missing? besides that this is just awesome, thanks for making it
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WearzManySkins
post Sep 20 2008, 06:43 PM
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QUOTE (merashin @ Sep 20 2008, 11:47 AM) *
is it just me, or are martial arts and milspec missing? besides that this is just awesome, thanks for making it

Many things are missing not just those.....

WMS
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raverbane
post Sep 21 2008, 03:08 PM
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I hope it just isnt because I am half asleep from staying up all night. But, I cant seem to find the Magic tab..

Am I missing something?
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sinthalix
post Sep 21 2008, 05:33 PM
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I can't find a magic tab either...
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Gamble
post Sep 21 2008, 10:20 PM
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Yup. It's not because my eyes are slanted. I can't find the magic tab either.
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Waya
post Sep 21 2008, 11:25 PM
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The magic tab only shows up if you select magician in the special box on the main sheet.
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Gamble
post Sep 21 2008, 11:46 PM
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Well I'll be a monkey's uncle...you're right...

Actually...it still didn't show up.
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raverbane
post Sep 22 2008, 12:09 AM
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Ok, I figured it out. The tab for magic is run on a script.

I have the most recent version of Excel. I had to enable scripting to get the Magic tab to come up.

My roomie has Excel 2002. He can't see it, regardless of what he sets or how low he makes the security,

So, if you wanna use the Magic tab, better fork out 150 for the most recent version of Office... hehe.

or visit your local Warez site... lol
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Gamble
post Sep 22 2008, 12:22 AM
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Stupid question: how did you enable the script?
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raverbane
post Sep 22 2008, 12:26 AM
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QUOTE (Gamble @ Sep 21 2008, 08:22 PM) *
Stupid question: how did you enable the script?


On my far-too-expensive new version of Excel. A bar appears right above the sheet, but below the toolbars.

Has a little red shield symbol and next to it " SECURITY WARNING Some active content has been disabled " And then next to that is a button that says 'options'

Click the button and click 'enable this content'
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Gamble
post Sep 22 2008, 12:41 AM
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Wonder if there is a solution for us poor bastids with an older version of Excel...
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cryptoknight
post Sep 22 2008, 12:57 AM
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I'm using Excel 2000.

On tools, macros, security... set to medium to prompt you for macros...
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Gamble
post Sep 22 2008, 01:21 AM
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Aha. That did it. Awesome. Thanks.
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Xerxos
post Sep 22 2008, 01:53 PM
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I had some problems:
1) when you select software for your vehicle, the availability becomes "#NV"
2) when I choose Armor I get a Script error (around "Set Gear_List_Range = ThisWorkbook.Names("Gear_List").RefersToRange")
3) when I choose Karma creation and "race is free", the race isn't free.
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DamienKnight
post Sep 22 2008, 03:19 PM
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QUOTE (gtjormungand @ Sep 19 2008, 10:18 PM) *
Unless Unwired changed things, the Firewall attribute for vehicles should not be dependent on its Pilot program or your commlink. The firewall attribute from pilot rating only applies for Agents and IC, which a vehicle pilot is not. Instead, it should default to the vehicle's device rating or allow one to buy a firewall increase for each vehicle.


Its correct that vehicles operate their own firewall software.

It was my experience that any player that was purchasing software always got at least a 1 skill in software. This enables them to copy the software as many times as they like (p.228, SR4).

The test is an Extended Software (Piracy) + Logic test, interval 1 hour with 10 to 20 threshold. Even someone without the software skill could conceivably copy their firewall after a couple of days trying. Because software piracy is the standard, I setup the sheet to assume that all programs need only be purchased once. This is not only reflected in the firewall, but in all drones because you can purchase 10 copies of the same drone and just one copy of the software to make them all work (hence the mulitplier near vehicles, which muliplies base cost, excluding software costs).

If you want to go outside the norm and pay for multiple copies of software, simply make a note on the Gear section and apply the appropriate costs.
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DamienKnight
post Sep 22 2008, 03:26 PM
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Scripts seem to be a problem for all those not using the newest excel. This should not be a big deal though.

Whenever you select your magic type (ie. Technomancer, adept, none, etc) it shows and hides sheets using a VB macro. You can manually show or hide sheets without using the script. In Excel it is under 'Format->Sheet->Unhide'.

Scripts do the following:

- Show hide sheets based on magic selection
- When new skills are chosen that are not in the list, user is prompted to add, if
they choose 'Yes' then it unhides the data sheet and moves to the area where the skills are listed. This also
works for all weapons, armor, spells, powers and wares.
- I setup some dice rolling macros. They are pretty basic, but offer Verbose and basic mode, and a Karma Mode
roll which rerolls 6's for extra successes. They have shortcuts defined, which can be seen at the bottom of the
Main_Sheet or by selecting 'Tools->Macro->Macros->' highlight macro then choose 'Options'.
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DamienKnight
post Sep 22 2008, 03:30 PM
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There are alot of things missing (Metavarient infected, Martial Arts, Milspec(not sure what that is, but its not in there). This is a beta version and contains basic stuff that covers most players.

Because of the way that I setup custom races, I would have to create alot of data in order to add metavarient infected (basically because infected are setup as their own race, so I would have to have a new race for each metavarient infected combination).

I also dont have options for Drakes or Free Spirits. I will eventually add these in, but I am addressing obscure needs last.

Thanks to LordTorgo I have a more complete knowledge skill list (based on skills from contacts in all 4th edition books) and a few other fixes/changes. A new version will be available shortly.
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DamienKnight
post Sep 22 2008, 04:08 PM
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QUOTE (cryptoknight @ Sep 20 2008, 12:39 AM) *
When using Karma to improve stats... it acts very odd when improving magic.

i.e. Soft cap magic to 5... add karma to the karma log... spend karma to increase magic to 6.

When you do that... suddenly it spends build points AND Karma.


Good catch. It seems that the code that added the extra 15 BP for rating 6 attributes was not coded to handle the karma raises. I will fix this in my next version

QUOTE
And how do I split a skill group after character creation without screwing up the original build points?

There is no easy way to do this in excel. I am going to have to write a macro to handle this perhaps. It is achievable manually using cell X13 and x14 on the Main_Sheet. Basically if you have a skill group and split it into its individual items you can add the difference of BP or Karma cost to those cells so they are subtracted from your total cost. For example, lets say you have Melee Combat Skill Group at 4, which costs 40 BP. You decide to break it apart, so you add 'Unarmed 4', 'Blades 4', and 'Clubs 4' to your list of skills, and remove the Melee Combat Skill group. Now this costs 4BP x 4 skill rating x 3 skills = 48 BP. You have now lost 8 BP. To get it back, just record '8' into cell X13.

I would like to do two things with this. Create a chart of what skills are in each skill group, and then have a macro that runs through your skills and finds any complete set of skills at their minimum level and subtract the difference in BP cost, up to rating 4. For example, if you never had any skill group, but you had Unarmed of 4, Blades of 3 and Clubs of 5, it would see that you had all three skills that are in the Melee Group, find the minimum, which is 3, then adjust your group savings by 6 BP.

To achieve this without any Macro, perhaps I could setup skill groups as a negative BP value, representing how much you save with the group, then you must select each skill from the group also. That sounds even hokier though... I think I will stick with this system and add a Macro to assist with it. I am open to suggestions though...
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mattvo28
post Sep 22 2008, 04:08 PM
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I just wanted to drop in and say how great this is, I haven't had a chance to really fiddle with it but from a cursory glance it looks powerful and well put together. I am looking forward to the finished release.

Thank you.
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DamienKnight
post Sep 22 2008, 10:03 PM
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Update:

-Added Complete list of knowledge skills from Contacts in all SR4 books (thanks LordTorgo)

-Fixed BP cost on Karma raise stats to max.

-Added Martial Arts Styles, Advantages, and Manuevers. Add the quality and the martial arts section will appear on the Main Sheet below credits.

-Revised Infection to be separate from Race. Now any race can select any infection (though mismatches are highlighted, ie. Humans shouldn't be Banshees)

You can download the revised version HERE.

Next areas to tackle:

Add programs from Unwired.

Create option for creating an AI character.

Further down the road:

Add options for Drakes and Free Spirit characters.

Completely revise Skills to better facilitate Skill Groups ??
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cryptoknight
post Sep 22 2008, 11:29 PM
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What if splitting a skill opened another workpage with all the skills/groups listed...

So for instance if I take a group at 4... then split it later... the other page shows up after I mark the skill as split and gives me each skill at 4... and then I can spend karma to increase? Since Knowledge skills don't have that... they could remain as is...
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Cabral
post Sep 23 2008, 12:41 AM
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QUOTE (DamienKnight @ Sep 22 2008, 05:03 PM) *
Further down the road:

Add options for Drakes and Free Spirit characters.

Drakes and Infected can be handled as qualities with compatibility checking rather than races as they stack with other race choices.

How about making the sheets less macro dependent for us Open Office users? You could replace the checkboxes with dropdown lists, for example. Right now in Open Office, because of the macros, we can't use the Karma Based Character system (requires macros to update the setting).
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Brazila
post Sep 23 2008, 03:08 AM
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I just wanted to say how awesome this sheet is, and how much I appreciate your gift to the community. I know how much work this must have been and its easy to pick stuff apart, but man this is a quality tool. AFter having used this I went to work on a character with my group using paper and pencil, and was in shock of the difference. Anyway this is a great tool, and one of the best community offerings I have ever seen for a table top game. ROCK ON!!!
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Cabral
post Sep 23 2008, 03:37 AM
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just a quick parallel update note. I've been tinkering with the doc in Open Office and I appear to have the Karma system working using drop downs. I took a look at OpenOffice.org Basic and ... O.O ... I'm not touching that terse pile of anti-copyright dancing for a bit. As I fiddle, I'll see what I can do for getting a sheet working for us Freeware advocates.

Viva la Revolucion!
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Game2BHappy
post Sep 23 2008, 03:53 AM
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Nice work - this looks really well thought out. Thanks!!

Here are a few things I found when tinkering with it:
[ Spoiler ]
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Dumori
post Sep 23 2008, 07:26 AM
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There are a few problems form me not all the wear is in the sheet there needed to be more space on the cyber/bio page gene-mods need to be added as well. In karma gen you still get free knowledge skill points. Your race costs karma no-matter what. There is no ability to initiate. I think I might be better to make two sheets one for karma gen the other for BP.
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WeaverMount
post Sep 23 2008, 08:17 AM
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Great work, just a minor nit pick

QUOTE (Dumori @ Sep 23 2008, 03:26 AM) *
There are a few problems form me not all the wear is in the sheet there needed to be more space on the cyber/bio page gene-mods need to be added as well. In karma gen you still get free knowledge skill points. Your race costs karma no-matter what. There is no ability to initiate. I think I might be better to make two sheets one for karma gen the other for BP.

This is all the nano stuff, both nanoware and nano systems.

thanks for you work
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ArkonC
post Sep 23 2008, 03:41 PM
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Ignore, I seem unable to get things...
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DamienKnight
post Sep 23 2008, 05:15 PM
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LordTorgo found a problem with skill costs in the Karma system (work fine if you have any points in BP then raise with Karma).

I will have an update out later this week that fixes this, but for those who cant wait, here is the corrected formula. Place it on the Main_Sheet in cell AM18 then copy it down through cell AM46.

=IF(E18>D18,IF(ISERROR(FIND("Group)",$A18)),VLOOKUP($E18,Complete_Karma_Math_Table,3,FALSE)-VLOOKUP(IF($D18="",0,$D18),Complete_Karma_Math_Table,3,FALSE),VLOOKUP($E18,Complete_Karma_Math_Table,6,FALSE)-IF($D18="",0,VLOOKUP($D18,Complete_Karma_Math_Table,6,FALSE))),0)

I did not realize the check boxes did not work with Open office. I may try and create some alternative later. For the mean time, the check boxes just set a cell to true or false, so if you manually set the cell the sheet should function.

Main_Sheet, Cell AM14 is for the Option Contacts Rule
Main_Sheet, Cell AM15 is for the Clout rule
Main_Sheet, Cell AM16 is for the Karma Build System
Main_Sheet, Cell AQ16 is for the Free Race option

My groups have found that the Karma Build System is vastly overpowered compared to the BP system, especially if you are starting with 750 or even 650 karma. That is why we decided to add in race costs.

Looking at it now it seems the Race/Infection costs are not calculating right. Ill make that a priority in my to-do list.
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DamienKnight
post Sep 23 2008, 05:55 PM
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QUOTE (Game2BHappy @ Sep 22 2008, 10:53 PM) *
Nice work - this looks really well thought out. Thanks!!

Here are a few things I found when tinkering with it:
[ Spoiler ]


It was setup by Blakkie or Arturkis to allow you to have positive/negative qualities in the same area. This is so you can have more Positive if you like or more negative. The seperation is cosmetic.

Since the drop down lists are blank, when you click them it goes to the first blank spot on the list, which is before the Positive qualities.

Specializing Knowledge skills... we dont do that in our group, and I dont suggest you do either. Knowledge skills in SR4 are supposed to be more specific... Like Seattle Redmond Geography. There is no specialization for that, and if you can think of one, then it needs to be its own knowledge skill. As long as my group plays like that, I am unmotivated to change that on the sheet. As with copied software costs, I am setting the sheet up for what I think its the best way to do things. Its not meant to serve every need, just the most common ones.

I will look into adding 'Used' wares and check on skills from the other books. Does any one have a complete list of skill that are missing so that I can add them all at once?
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cryptoknight
post Sep 23 2008, 08:55 PM
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Might want to add the specilization of Knowledge skills... as that's allowed in the BBB. 1 BP per specialization of a knowledge skill..

Think of it as Mafia Safehouses (Redmond Barrens).

You know the general location of Mafia Safehouses, but really know where they are in Redmond.
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Dashifen
post Sep 23 2008, 09:03 PM
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Moved to the appropriate forum.
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Stormdrake
post Sep 24 2008, 02:02 PM
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How do you enter lifestyles so that it shows up on the character page right?
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DamienKnight
post Sep 24 2008, 02:33 PM
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QUOTE
How do you enter lifestyles so that it shows up on the character page right?


Haha, you dont. Sorry, it seems that is a part of the charsheet that came from Wizdoc by Harri T.

Currently lifestyle must be purchased on the gear section, and then is simply displayed in your gear list.

Does lifestyle warrant its own page. I see that is how it was done in other sheets, allowing you to break your lifestyle down into security/entertainment etc., and add edges and flaws to it. Personally I dont get too involved with lifestyles and keep it simple.

Right now I am leaning towards recording your lifestyle on the gear sheet (right below the gear list), then you actually list the duration and cost in the list, and it will display the lifestyle selected on the CharSheet. I am open to input on this.
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Xerxos
post Sep 24 2008, 03:02 PM
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QUOTE (DamienKnight @ Sep 24 2008, 04:33 PM) *
[...]
Does lifestyle warrant its own page. I see that is how it was done in other sheets, allowing you to break your lifestyle down into security/entertainment etc., and add edges and flaws to it. Personally I dont get too involved with lifestyles and keep it simple.

[...] I am open to input on this.

You could use mine. No need to reinvent the wheel.
If it's too complicated just throw away the parts you don't need.
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Kairo
post Sep 24 2008, 03:14 PM
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This looks really great. It's too bad I didn't know you were working on this or else we could have combined forces to work together on it. Something I noticed that you're missing is the Weapon Focus option in the Magic Worksheet. Also, if you have an item over the availability limit of 12, it should check to see if you have Restricted Gear before turning the cell yellow with red text.

You're welcome to use anything I input into the Collaborative Excel Project: Such as Mentor Spirits, Paths, the Lifestyles worksheet, etc.
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cryptoknight
post Sep 24 2008, 04:57 PM
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This is a great sheet.

The more I think about it though, the more I think it would be even better to take the Printable Character sheet from this sheet, plus bug fixes (like in debt) and the features such as using Karma to raise skills and incorporate them into the collaborative sheet.

I think we're all trying to get to the point where we have a sheet that lets us create and manage characters. It would probably be best not to have them compete with each other.
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Squinky
post Sep 24 2008, 07:08 PM
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Weirdly, I can't seem to find the Otomo, Akiyama, or Tomino in the vehicle list.
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DamienKnight
post Sep 24 2008, 09:33 PM
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QUOTE (Squinky @ Sep 24 2008, 02:08 PM) *
Weirdly, I can't seem to find the Otomo, Akiyama, or Tomino in the vehicle list.


What book are they in?
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Squinky
post Sep 25 2008, 12:22 AM
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Arsenal, mixed in with the other drones.
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GreyBrother
post Sep 25 2008, 09:06 PM
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Something thought i should mention: The Camera Upgrades for Weapons are incomplete. There's only Thermographic, Low Light and Ultrasound Vision, but stuff like Vision Magnification, -Enhancement etc are missing.
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DamienKnight
post Sep 26 2008, 06:54 PM
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QUOTE (GreyBrother @ Sep 25 2008, 04:06 PM) *
Something thought i should mention: The Camera Upgrades for Weapons are incomplete. There's only Thermographic, Low Light and Ultrasound Vision, but stuff like Vision Magnification, -Enhancement etc are missing.


Duly noted.
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DamienKnight
post Sep 26 2008, 09:40 PM
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Beta 3 is now available.

- Added Knowledge skill specialization (BP and Karma)
- Added Lifestyle section to gear area (basic, not the extended from Runners companion)
Reflected on CharSheet, displays 'Street' if no lifestyle is chosen
- Fixed various Karma cost bugs
- Removed free knowledge points when using Karma Build System
- Added some missing drones
- Added Arcana and Enchant skills
- Moved Credits to their own page
- Added 'Used Std.' and 'Used Alpha' wares grades (Used Alpha not compatible with Bioware)
- Enabled Type 0 Positive Quality (incompatible with other than Std. Grade, All bioware counts as Delta)
- Extended the Cyberware section
- Added Karma payment for Manuevers. Fixed glitch with Manuevers costs, and problem with getting double advantages in Karma Build System
- Added Shifter Races
Currently dont work properly for attributes because shifters have abnormal Min/Max attributes. All other races add a base to both min and max, while Shifters may add 2 to min and 3 to max, or 1 to min and 2 to max, or other combinations. Look for a fix to this in the next version.

I am definately not going to add AI in anytime soon. They need their own Main_Sheet and Char_Sheet, including different Quality lists.

Thanks to everyone who pointed out problems and made suggestions!

A note about the download site. I have heard a few have problems downloading the file. Try using Internet Explorer. (I have had my own issues using MediaFire with Firefox)
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Rad
post Sep 27 2008, 02:21 AM
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Awesome, this thing keeps getting better. I particularly like that you can add your own qualities, that's one feature I've really been missing with other generators.
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GreyBrother
post Sep 27 2008, 12:40 PM
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Cream would be if there'd be an option for adding stuff yourself.
May i suggest using a colum for every option available?

What is bothering me are the short intervals between your updates (IMG:style_emoticons/default/biggrin.gif) i made 4 characters the last 6 Days and everyone uses another version (IMG:style_emoticons/default/biggrin.gif)

At least now i can create my wolf shifter. thank you very much *grin*
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Rad
post Sep 27 2008, 02:19 PM
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I know what you mean, I added in the martial arts qualities and maneuvers when I first got this--then the next day a new version was up with those included. Doesn't really bother me--I wish more projects updated this regularly--but it did teach me not to bother adding any qualities myself if they're core.
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cryptoknight
post Sep 29 2008, 01:57 PM
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What would be cool would be a data export feature to save a data file... then hopefully you could import the data file into the new sheet.
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Fyndhal
post Sep 29 2008, 07:26 PM
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Couple bugs:

In the character sheet, you are calculating Unarmed Damage using FLOOR, when you should use ROUNDUP. Here's the formula I replaced it with:
QUOTE
=MAX(1,ROUNDUP(D10/2,0))+Magic!$U$17+Cyberware_Bioware!$Y$33&IF(Cyberware_Bioware!$Y$33=0,IF(ISERROR(MATCH("Killing Hands",Magic!$E$3:$E$16,0)),"S","(S or P)"),"P")


In the melee weapons section of the charactersheet, the 3rd and 4th entry are wrong. They are looking at $H$2 and they should be looking at $H$3 and $H$4 respectively.

I selected Martial Arts and added my style, but don't seem to have a drop down for the Advantages of that style. Entering anything by hand seems to generate an error in cell AJ32.

I could not find support for Mentor Spirits. I assume this is not done currently.
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GreyBrother
post Sep 30 2008, 12:25 AM
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Something a friend of mine mentioned to me: The pull down for infected seems to be locked.
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SCARed
post Sep 30 2008, 07:21 AM
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first of all: thanks for the great work! i was always a fan of the blakkie-sheet and this one stands in a very good tradition!

on the other hand i stumbled upon a bug concerning cyberlimbs:
when using the customized limb option (e.g. for orks and the like), the Augmentation says, that each rating adds one to the availability. this is not calculated in the sheet.
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Rad
post Sep 30 2008, 12:07 PM
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2 bugs with martial arts: When selecting a style and advantages, the advantages column on the first line doesn't work, you have to drop down to the second row. Also, the cost for maneuvers is not deducted from your BP (or karma if the box is checked)

Weapon Foci are missing from the list of bonded foci

The Custom Weapons tab doesn't support the customizing of all weapons. You can't customize a melee weapon or laser gun except by choosing from the "weapon bases" list, which is incomplete. (No custom katanas/monoswords or Redline laser pistols, for example, since there's only the basic sword and a laser that doesn't appear in the books.) The Underbarrel Weapon mod does not support choosing your underbarrel weapon. (Needed to figure cost, as well as ammo for nonstandard underbarrel weapons)

Also, both the weapon and armor lists include items that I haven't seen in any of the published books, such as a laser costing 10,000 (IMG:style_emoticons/default/nuyen.gif) that does 7P and holds 10 shots (possibly a mis-pricing of the MP Laser 3 rifle), and several medieval armor entries under the heading "Victory Classic". Padded Leather is in Arsenal, but the closest thing to Chainmail is "Chain Shirt" which has 1 point more impact protection and costs 100 (IMG:style_emoticons/default/nuyen.gif) less, other entries (as well as the victory classic label itself) do not appear from what I could find--are these from an older version?
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DamienKnight
post Sep 30 2008, 03:11 PM
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QUOTE (cryptoknight @ Sep 29 2008, 08:57 AM) *
What would be cool would be a data export feature to save a data file... then hopefully you could import the data file into the new sheet.


That is a fantastic idea. I would really like to create some kind of community standard for SR4 character data. Something simple like a tab delimited text file. It would be pretty easy to setup on the sheet.. just make a sheet that linked to each attribute, then create a quick script for exporting that page as a tab delimited text file.

QUOTE
What is bothering me are the short intervals between your updates biggrin.gif i made 4 characters the last 6 Days and everyone uses another version

I would space out updates more, but these updates are less about adding content and more about fixing major bugs. Whenever I see a big problem (such as manuevers not subtracting from your BP or Karma) its something I feel I need to fix right away.


QUOTE
At least now i can create my wolf shifter. thank you very much *grin*

Careful, shifter attributes are still buggy and will be updated soon.
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DamienKnight
post Sep 30 2008, 09:18 PM
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QUOTE (Kairo @ Sep 24 2008, 10:14 AM) *
This looks really great. It's too bad I didn't know you were working on this or else we could have combined forces to work together on it. Something I noticed that you're missing is the Weapon Focus option in the Magic Worksheet. Also, if you have an item over the availability limit of 12, it should check to see if you have Restricted Gear before turning the cell yellow with red text.


Weapon foci were in the datasheet, but i had not expanded the range of the Name object used to define the list. Corrected in version beta 4.

I purposefully did not reflect the Restricted gear in the highlighting. Restricted gear only allows one item of availability 20, so its helpful to have all items of illegal availability highlighted so you can make sure there is not more than one. Other qualities (connected) are reflected in the availability highlighting.

QUOTE
You're welcome to use anything I input into the Collaborative Excel Project: Such as Mentor Spirits, Paths, the Lifestyles worksheet, etc.

Great idea! Look for mentor spirits, lifestyles and Paths in the next version.

I have two spots for lifestyle right now... one in the Gear page for simple lifestyle purchasing, and then a separate page for advanced lifestyle rules, taken straight from the collaborative effort.

Thanks alot Kairo, I was really not looking forward to figuring out that stuff on my own, but I know people were lusting for it.
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DamienKnight
post Sep 30 2008, 09:35 PM
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QUOTE (SCARed @ Sep 30 2008, 02:21 AM) *
i stumbled upon a bug concerning cyberlimbs:
when using the customized limb option (e.g. for orks and the like), the Augmentation says, that each rating adds one to the availability. this is not calculated in the sheet.

QUOTE
Also the 2*carisma should be raised to 4*charisma for karma gen to have the same affect mathematically as each contact point now costs 2 karma not 1 BP.


Noted and corrected in version beta 4.
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Dumori
post Sep 30 2008, 09:37 PM
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are free spirts coming on in beta 4. Also some thing nice would be the ability to innate on the sheet. As other wise it gets messy with all the reworkings of maths and cell so to get core parts to work. also a nice easy addition would be to set the starting karma or BP, can be easily done with 2 cells to input in to but not a number in the formula. Also the 2*carisma should be raised to 4*charisma for karma gen to have the same affect mathematically as each contact point now costs 2 karma not 1 BP.
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DamienKnight
post Oct 1 2008, 12:35 AM
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QUOTE (Rad @ Sep 30 2008, 07:07 AM) *
The Custom Weapons tab doesn't support the customizing of all weapons. You can't customize a melee weapon or laser gun except by choosing from the "weapon bases" list, which is incomplete. (No custom katanas/monoswords or Redline laser pistols, for example, since there's only the basic sword and a laser that doesn't appear in the books.) The Underbarrel Weapon mod does not support choosing your underbarrel weapon. (Needed to figure cost, as well as ammo for nonstandard underbarrel weapons)

Also, both the weapon and armor lists include items that I haven't seen in any of the published books, such as a laser costing 10,000 (IMG:style_emoticons/default/nuyen.gif) that does 7P and holds 10 shots (possibly a mis-pricing of the MP Laser 3 rifle), and several medieval armor entries under the heading "Victory Classic". Padded Leather is in Arsenal, but the closest thing to Chainmail is "Chain Shirt" which has 1 point more impact protection and costs 100 (IMG:style_emoticons/default/nuyen.gif) less, other entries (as well as the victory classic label itself) do not appear from what I could find--are these from an older version?

The customization available in Arsenal is geared towards ranged weapons. Feel free to create a community driven list of melee weapon mods and setup a sheet for it. If it is good I will include it in my version of the character generator.

The underbarrel weapon mod purchase necessitates that you purchase the underbarrel weapon, which can be done in the gear sheet (launch weapons: Underbarrel Grenade Launcher). I did not see the need to put this functionality into the sheet twice.

I renamed the Laser Weapon to Laser Rifle. It is a weapon base and 10k is a fair price for it.

I got bored and did not finish entering in every weapon in the books, though I came close. If you could finish the list (enter all data in the Gear_Data sheet) and send it to me, I will include it.

I like medieval armor, and I had a runner that wanted to wear it. The 'Victory Classic' line was made up by me and is my take on how that type of armor would be represented in SR rules. The costs are representative of purchasing a replication of ancient armor, and prices are fairly realistic in my opinion. I am open to suggestions.

Oh, and chainmail armor should not provide 7 impact, and a chain shirt definately should not. 6 is plenty for non-magical steel chainlink armor. Perhaps if you laced it with titatium or dikoted it...
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DamienKnight
post Oct 1 2008, 03:08 PM
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Version Beta 4 is now Available

-Added Advanaced Lifestyles, Traditions and Adept Paths from Kairo.

-Added Drakes and Initiation, fixed Shifters attributes

-Fixed various bugs pointed out by the helpful community. Thanks!
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GreyBrother
post Oct 3 2008, 01:00 AM
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Mediafire tells me that the file is invalid
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DamienKnight
post Oct 3 2008, 04:42 AM
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There was a problem with the file, and while I was reuplolading it Mediafire went offline. I got it fixed so the link should work now.

Fixed issue with negative qualities incorrectly displaying on Charsheet and skill group bonuses not applying to overall costs.
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Mishra
post Oct 3 2008, 04:58 PM
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Hi there,
and first of all I want to thank you for a great Charactergenerator! =)
On second, I wanted to ask whether that's just me or if I presume correctly, that there's still some bug with karmacostcalculation concerning the attributes of metahumans?
I didn't try it out on detail with every possible race so far, but only with the Elf - and the karmacost total after choosing my attributes is the karmacost for increasing the attributes to their final value PLUS the karmacost for increasing the attributs from 1 to their racial minimum (so the Elf's attributes cost an additional amount of 6(Agility 2)+15(Charisma 3)=21 karmapoints).
I think, that should not be intended, should it? o.o'
Or is it just my fault?^^'
Best regards
Mishra

Update: Checked it out, it's the same thing with each and every race.
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Marduc
post Oct 4 2008, 10:05 PM
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In the Negative qualities list, the quality Lost loved one of runners companion p105 is lacking.
Heads up one the chargenerator.
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GreyBrother
post Oct 5 2008, 09:45 PM
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Somethings wrong with the Vehicles Tab, there is a large gap
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DamienKnight
post Oct 6 2008, 04:27 PM
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QUOTE (Mishra @ Oct 3 2008, 11:58 AM) *
total after choosing my attributes is the karmacost for increasing the attributes to their final value PLUS the karmacost for increasing the attributs from 1 to their racial minimum (so the Elf's attributes cost an additional amount of 6(Agility 2)+15(Charisma 3)=21 karmapoints).

You are right. I was using a calculation of (cost of raising from 0 to new attribute) - (cost of raising from 0 to build points base), and it needed to be:
(cost of raising from 0 to new attribute) - (cost of raising from 0 to build points base + racial min)
This fix will be available in version 5. Thanks for the help Mishra.

QUOTE (Marduc)
In the Negative qualities list, the quality Lost loved one of runners companion p105 is lacking.

Yes, it seems I missed several Negative qualities from page 105. Added Liar, Lost Loved One, and Mental Handicap from RC p.105. Thanks Marduc.

QUOTE (Greybrother)
Somethings wrong with the Vehicles Tab, there is a large gap

Yep. I was in the middle of revamping vehicles when I had to release a quick fix to ver. 4. This will be fixed in ver 5. For now you can simply select and move cells A57:K100 to cell to cell A9, clicking 'yes' to replace contents of the destination. Sorry about that, it was absentminded of me.
Thanks for pointing that out Greybrother.

I have also found issues with the Skill Group Expand BP/Karma cells Main_Sheet Z13 and Z14. I have made a few fixes to this, and hopefully will have it totally correct in the new version. If any savvy user wants to try and help with this, Goto Format->Sheet->Unhide and unhide the 'Skill Group Savings' sheet. Ideally this will recognize when characters have all skills from a skill group and list karma/BP saved. This should also allow the player to select the group AND the indivdual skills and suggest cost savings appropriately. For example, if you chose 'Sorcery (Group)' of 4, then selected 'Spellcasing' at 5, it should suggest you are saving 16 BP or 22 Karma. This is a very complicated solution and my formulas need fixing. Any suggestions are welcomed.

Other next version features I am working on:
-When scripts are disabled, the sheet becomes operable without scripts.
-More options for race costs (according to house rules in the Charleston SR4 group)
-Vehicle Mods
-Calculated Range and Damage codes for Strength based weapons.

All those interested in helping with testing, please check out the new Initiation section of the Magic sheet. Play with it and let me know of any bugs, or of any suggestions for making it more understandable.

Thanks again to all those who have helped with testing this sheet. Together we can make this sheet bug free and turn it into a really handy tool!
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GreyBrother
post Oct 7 2008, 09:51 AM
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Found a Bug in the Lifestyles Tab. It won't count some Handicaps and Qualities.
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Kairo
post Oct 7 2008, 01:21 PM
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QUOTE (GreyBrother @ Oct 7 2008, 03:51 AM) *
Found a Bug in the Lifestyles Tab. It won't count some Handicaps and Qualities.


Everything in that tab works just fine in my worksheet, so something must have gotten lost in translating it to DamienKnight's worksheet.


*EDIT* I looked into DamienKnight's worksheet and the problem seems to be the array for Negative Qualities.
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DamienKnight
post Oct 7 2008, 01:56 PM
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QUOTE (GreyBrother @ Oct 7 2008, 04:51 AM) *
Found a Bug in the Lifestyles Tab. It won't count some Handicaps and Qualities.

Good catch. The Negative Qualities for lifestyles name had the wrong range. Fixed, and tweaked the formatting of the page a bit.
Thanks for the help GreyBrother, and thanks again for the sheet Kairo.
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Kairo
post Oct 7 2008, 03:26 PM
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No problem man. As I told Feshy when I was working with him: I'm just glad to help out.
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post Oct 9 2008, 02:54 PM
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Three things:
1)
in CharSheet!T7 [...]Cyber/Bio (";Cyberware_Bioware!M88;")"[...] should be Cyber/Bio (";Cyberware_Bioware!M33;")"

2) The living persona for Technomancers should be on the Technomancer sheet (like in "sr4chargenbasebeta7c_living_persona" on Drop.io)

3) armor modifications list incomplete
(error in Armor_Mod_List? it's =Gear_Data!$BC213:$BC32 should probably be =Gear_Data!$BC213:$BC3)

EDIT: 4) Oh, and Synaptic Booster don't cost as much essence as they should for rating 2-3
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Bobson
post Oct 10 2008, 04:55 PM
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Choosing an armor on the Armor grid with availability R causes errors, because 16R isn't a valid number for the MAX() function ($Gear!$J22).


Also, it looks like the Mystic Armor adept power doesn't factor into base damage resistance. I think it probably should, since it's generally on.
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DamienKnight
post Oct 10 2008, 05:21 PM
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QUOTE (Xerxos @ Oct 9 2008, 09:54 AM) *
Three things:
1)
in CharSheet!T7 [...]Cyber/Bio (";Cyberware_Bioware!M88;")"[...] should be Cyber/Bio (";Cyberware_Bioware!M33;")"

2) The living persona for Technomancers should be on the Technomancer sheet (like in "sr4chargenbasebeta7c_living_persona" on Drop.io)

3) armor modifications list incomplete
(error in Armor_Mod_List? it's =Gear_Data!$BC213:$BC32 should probably be =Gear_Data!$BC213:$BC3)

EDIT: 4) Oh, and Synaptic Booster don't cost as much essence as they should for rating 2-3

Good catches. All fixed and Living persona on Technomancer page added. Thanks for the specific cell locations and formula changes, that made it really easy!
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Bobson
post Oct 10 2008, 07:12 PM
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I think Initiation isn't adjusting the magic rating limit appropriately. I tried to fix, but it threw off the BP costs. :/
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Cabral
post Oct 14 2008, 03:41 AM
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DamienKnight, is it possible that you could use fewer macros? (Maybe you are already working on this) I began stripping them out because they don't work outside of Excel. I haven't found a good way to convert them yet.

I got a fair chunk into replacing macros and variable references with standard function calls and lookups in version 3 when you released version 4 so I'm trying to wait for a more "final" release before digging in again.

As an example, I replaced the checkboxes with dropdown lists (done through data validation).

You can't really do a dice roller without macros, but that doesn't mean the spreadsheet needs to be dependent on them for its basic functionality.
If this sounds like something you'd be interested in trying, I'd be happy to help.

It's not that I particularly dislike macros (I use them heavily at work), I just use OpenOffice at home partially so I don't need to pay Microsoft and partially because it installs on my U3 USB Drive. (IMG:style_emoticons/default/biggrin.gif)
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Yassum
post Oct 14 2008, 09:35 AM
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Hi, great work !


I noticed some little errors
1 in Main_sheet:
Z12 should be =SOMME(Z2:Z6)+SOMME(Z8:Z10)+SI(Karma_Build_System;Z7;SI((Z7+AA7)>0;2*(Z7+AA7);0))+SI(Free_Contacts_House_Rule;SI((Z11+AA11)>0;Z11+AA11;0);Z11)-SI(Karma_Build_System; Z14; Z13)
1 in the cyberpart :
E11 should be =SI(ESTERREUR(EQUIV("Cyberware Compatability (au)";Main_Sheet!$V$33:$V$46;0)); FAUX; VRAI)
It also seems that AJ12 isn't working well when Karma system is selected

Thanks again
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Ryu
post Oct 14 2008, 02:12 PM
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QUOTE (DamienKnight @ Oct 6 2008, 06:27 PM) *
I have also found issues with the Skill Group Expand BP/Karma cells Main_Sheet Z13 and Z14. I have made a few fixes to this, and hopefully will have it totally correct in the new version. If any savvy user wants to try and help with this, Goto Format->Sheet->Unhide and unhide the 'Skill Group Savings' sheet. Ideally this will recognize when characters have all skills from a skill group and list karma/BP saved. This should also allow the player to select the group AND the indivdual skills and suggest cost savings appropriately. For example, if you chose 'Sorcery (Group)' of 4, then selected 'Spellcasing' at 5, it should suggest you are saving 16 BP or 22 Karma. This is a very complicated solution and my formulas need fixing. Any suggestions are welcomed.


Since you have already invested a ton of energy into making this better, I´ll go ahead and suggest a very extensive change if I may.

Have a separate skill sheet, with all active skills, and a column for "group disbanded at".

The disbanded field can be highlighted once one of the separate skills is higher than its non-zero skillgroup. Once you´ve safely tucked away the info, calculation gets a bit easier.

The group name can be highlighted once the groups next level costs less than the cost for having increased the individual skills: =Sum(if("skill ratings"-group rating>0;1;0)) as a matrix formula(Ctrl+Shift+Enter, you break it if you change it and forget), greater than 2 = highlight. How large is the saving of another group level? (Same Formula-2.5)*(current group rating +1) * 2.
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DamienKnight
post Oct 15 2008, 12:19 AM
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QUOTE (Bobson @ Oct 10 2008, 11:55 AM) *
Choosing an armor on the Armor grid with availability R causes errors, because 16R isn't a valid number for the MAX() function ($Gear!$J22).


Also, it looks like the Mystic Armor adept power doesn't factor into base damage resistance. I think it probably should, since it's generally on.


Good point. I have left out Availability types on this sheet elsewhere, so I removed them out of armor mods. If you already have the item, the availability type is irrelevant... availability ratings are there to point out Disallowed availability on new characters.

Damage resistance is listed as ' + Armor' indicating that you have to calculate armor based on what they are currently wearing. Since mystic armor is a type of armor, and is already listed at its rating in the adept powers area, I see no need to use up one of the armor spots putting mystic armor on the sheet twice. I am not going to automatically calculate armor values at any point since armor varies depending on what characters are wearing. Also, i cannot add Mystic armor to damage resistance because it is armor, not DR, so it functions differently.

QUOTE (Cabral)
DamienKnight, is it possible that you could use fewer macros?

Version 5 is a little more Non-Macro friendly. Basically the checkbox switches T/F cells are revealed now, so players can manually change them. If macros are enabled, the checkboxes are moved on top of the T/F cells to hide/replace them. Also, all non-data sheets are set to visible now, and are only hidden after macros are enabled, and if macros are on, all non-data sheets are revealed as the sheet is closed.

Just to clarify, nothing on the sheet 'depends' on macros. Hiding/revealing sheets is automated by macros. T/F cells are triggered by check boxes. Dice rollers are a neat tool, but unecessary for use in the sheet. Simply choose 'disable macros' in version 5 and the sheet should work fine.

QUOTE (Yassum)
I noticed some little errors
1 in Main_sheet:Z12
...
1 in the cyberpart : E11

I am not sure what you are going for with Z12 in the Main sheet, your syntax is different than mine. I have made changes to this with ver5 though, so hopefully it will fix your issue.

I saw i had the Quality misnamed in the Cyberpart T/F cell. Fixed it.

QUOTE (Ryu)
I´ll go ahead and suggest a very extensive change if I may.

Perhaps I am groggy from lack of sleep, but I am not really grasping what you are suggesting here. Perhaps you could create a simple example spreadsheet to demonstrate?

As far as I can figure, the only way to break skill groups up automatically while keeping them in the same place on the Main_Sheet is with a script. It is doable, and I have a plan for it, but since most users cannot use scripts I am putting this at a low priority. I do not want to make a new page for skills. I think players should be able to spend most of their starting BP on one page, it makes balancing things out alot easier.

And with that, I believe I am ready to release v.5
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Ryu
post Oct 15 2008, 12:26 AM
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I would create a separate set for skills - no great magic there, just a bit more of comfortable space. The Main_Sheet is pretty filled right now, I would not put even more data there.

Then you could have a complete skill list that can take direct user input.
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DamienKnight
post Oct 15 2008, 12:29 AM
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Version Beta 5c

Features:

- Fixed Karma cost problems
- Fixed Skill Group recommendation sheet
- Fixed various other errors in formulas
- Added Vehicle Mods to Vehicles page
- Hid Form tools, Added Open/Close scripts to show/hide them. Moved booleans to a more visible area, effectively making the sheet easier to use when scripting is disabled.
- Added Immersion and living persona attributes on Technomancer Page
edit
- Fixed knowledge skills/spec cost
- Fixed maximum Magic/Resonance based on Initation/Immersion Grade
- Fixed Essence loss affecting magic, added automatic 1 point essence loss for infected
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Yassum
post Oct 15 2008, 08:35 AM
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What I meant is, in Z12 your formula for the cost of knowledge skills works well in the normal system. But it adds twice the normal cost of those skills if you use the karma system, that's why I added another SI(Karma_Build_System...) in my formula for Z12.

The other error was indeed the misnamed quality.
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DamienKnight
post Oct 15 2008, 10:05 AM
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QUOTE (Yassum @ Oct 15 2008, 03:35 AM) *
What I meant is, in Z12 your formula for the cost of knowledge skills works well in the normal system. But it adds twice the normal cost of those skills if you use the karma system, that's why I added another SI(Karma_Build_System...) in my formula for Z12.

The other error was indeed the misnamed quality.

Does the knowledge skill point cost look right to you in version 5?
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Yassum
post Oct 15 2008, 10:49 AM
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Nope, it still doubles the cost of knowledge skills, even in version 5 their cost is on par with those of active skills.
(It works well in the build point system, it's just a bug while using the karma build system)

Also while in karma build system, it seems the specialisation of active skills is free instead of costing 2 karma points.
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Ryu
post Oct 15 2008, 11:37 AM
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Main_Sheet Z6 needs to be =IF(Karma_Build_System; SUM(AO18:AP46); SUM(AM18:AN46;AV18:AV23;AV25:AV30)), then active skill specs are added under the karma system.

The knowledge skill karma costs need to reference your "Complete Karma Table" Column1, not Column2.
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DamienKnight
post Oct 16 2008, 03:35 PM
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Ok, I found the problem. I was thinking knowledge skills were correct because they were correctly displayed in Z7 (using column 2 of the karma table, which is correct, because column 1 is the index column).

The problem was where they were being added to the total, which first adds your free knowledge points (0 in karma system) then multiplies by 2. It now only does that with the BP system, and in the karma system simply adds the number from Z7 to the final cost.

Also, I confirmed that the karma paid specializations of knowledge skills were not being added in. Using a COUNTA function I added these costs in.

Here is a link to version Beta5c, which fixes knowledge skills.
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Bobson
post Oct 16 2008, 05:06 PM
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QUOTE (Bobson @ Oct 10 2008, 03:12 PM) *
I think Initiation isn't adjusting the magic rating limit appropriately. I tried to fix, but it threw off the BP costs. :/


I figured out how to fix this.
Main_Sheet, cell P11: =IF(L11="",0,6+AM11+Magic!R34)
Main_Sheet, cell AN11: =IF(M11>0,(M11-1)*10+IF(M11=P11-Magic!R34,15),0)

Probably need to do something similar for Technomancer immersion, but I haven't looked at that.
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DamienKnight
post Oct 16 2008, 06:52 PM
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Sorry Bobson, I did not notice your first post. You are correct, Initate_Grade and Immersion_Grade are not being calculated into the maximum magic attribute.

I labeled your initiate grade (determined on magic page) as Initiate_Grade, and did the same with Immersion_Grade on the Technomancer page. I then updated the formula on Main_Sheet to add in Initiate_Grade if you are a Magic Type character, or add in Immersion grade if you are a technomancer type.

Here is Beta5c
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Bobson
post Oct 16 2008, 07:13 PM
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QUOTE (DamienKnight @ Oct 16 2008, 02:52 PM) *
Sorry Bobson, I did not notice your first post. You are correct, Initate_Grade and Immersion_Grade are not being calculated into the maximum magic attribute.

I labeled your initiate grade (determined on magic page) as Initiate_Grade, and did the same with Immersion_Grade on the Technomancer page. I then updated the formula on Main_Sheet to add in Initiate_Grade if you are a Magic Type character, or add in Immersion grade if you are a technomancer type.

Here is Beta5b

You missed the change to AN11 - without that, once you initiate/immerse you get back the 25BP penalty for maxing a stat at chargen.

Thank you for all the time and effort! It's great to have a charsheet that's improving so quickly.
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DamienKnight
post Oct 16 2008, 08:42 PM
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QUOTE (Bobson @ Oct 16 2008, 02:13 PM) *
You missed the change to AN11 - without that, once you initiate/immerse you get back the 25BP penalty for maxing a stat at chargen.

Thank you for all the time and effort! It's great to have a charsheet that's improving so quickly.


Good point Bobson.

Something else I realized while working on this... Essence loss does not effect magic on the sheet, and infected are not suffering from their 1 point of automatic essence loss!

Initiation and Essence loss are now correctly calculated as of 5c, which you can get here.
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