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> Upgraded Character Generator, Updated Generator Based on work from Autarkis and Blakkie
Caine Hazen
post Apr 7 2010, 09:09 PM
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Yes you should... I need it for my next character concept

Moar pets!!!! (IMG:style_emoticons/default/grinbig.gif)
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Werewindlefr
post Apr 8 2010, 01:12 AM
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Hi DamienKnight, may I request a small feature? Could you expend the cyberware suites to cyberlimbs/cybereyes/ears, please?

Thanks, and thanks for the awesome work.
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GrimWulf
post Apr 8 2010, 04:45 AM
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QUOTE (DamienKnight @ Apr 5 2010, 08:22 AM) *
When you get a headware commlink, you just pay for the surgery and the additional cost of having the commlink put in your head. You can use the Hacking page to track the statistics of the commlink in your head.

The only drug I could not find in the table in SR4a was Bliss. I went ahead and made it 10 nuyen. Anyone have know if its price is mentioned anywhere in the books? Maybe in 3rd ed?


AR p. 188/189 Has a table for all the drug costs. Bliss is 15 (IMG:style_emoticons/default/nuyen.gif) Annoyingly still no cost/listing for Guts(nofear, brass balls)

Question on the commlink bit though, anyway of adding multiple custom commlinks that I'm missing?

Unrelated note: Is there a way to make a weapon mount reinforced? AR p147
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Whitefur
post Apr 10 2010, 12:55 PM
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Hi all,

Been here as a "ghost" for some time now but finaly goten around to crate an account:).

My exel-fu is not so good and I´m trying to figure out how to change some of the cost in it.
We use a houserule conserning stats and groupskills. We do karmabuild and use *4/*4 insead of *5/*5. But I´m having a hard time finding were to change this. Whould be gratefull for any help I can get.

I´m dyslectic and swedich so exuse any bad spelling:)

Love the builder by the way!!!
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bmcoomes
post Apr 10 2010, 03:50 PM
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The nuts and bolts for that is hinden from AU through BK, you'll have to show colums and rows under options, unprotect the form and then highlight AT thru BL left click and "unhide" then have fun.
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Whitefur
post Apr 11 2010, 05:00 AM
Post #1256


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Thanks but sadly im still in the blind:(
For exaple for stats it states: =IF(OR(P3<=MAX(O3;Base_Body_Min);P3="");0;VLOOKUP(P3;Complete_Karma_Math_Table;IF(Increased_Attributes_Cost;6;4);
FALSE)-VLOOKUP(MAX(O3;Base_Body_Min);Complete_Karma_Math_Table;IF(Increased_Attributes_
Cost;6;4);FALSE))

what am I to change exactly? not very good at this
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SpellBinder
post Apr 11 2010, 08:12 AM
Post #1257


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Wrong place.

Right click in the sheets area near the bottom, select Unhide. From the list choose Karma_Math_Data; a new sheet appears and you're already in it. Copy column E into column F and you will change the attributes calculation of the Increased Attributes Karma Cost to *4. This will also modify the Skill Group cost at the same time, making a new Skill Group also cost 8 karma; to keep the initial Skill Group cost at 10 here, just up all of the positive values (excluding zero) by 2 in column F (the attributes karma cost won't be affected).

If anyone is interested in doing this for only the attribute cost, just copy column E into column D instead and make sure to choose FALSE for on the Increase Attributes Karma Cost in the Settings sheet. Attributes will cost at *4 instead of *3, and fortunately nothing else is calculated at *3.

When done, just right click on Karma_Math_Data and select Hide.

And in messing around, I noticed that the karma math table needs to be expanded just a little. Don't know about full game legality in this, but a fomori ghoul changeling with Metagenetic Improvement (Body), Exceptional Attribute (Body) and Genetic Optimization (Body) can have an insanely high Body attribute of 18! Karma stops calculating at 15. Granted the karma cost is rather insane (total of 525, or more), but is likely possible.
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DamienKnight
post Apr 12 2010, 02:34 PM
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QUOTE (Whitefur @ Apr 11 2010, 12:00 AM) *
Thanks but sadly im still in the blind:(
For exaple for stats it states: =IF(OR(P3<=MAX(O3;Base_Body_Min);P3="");0;VLOOKUP(P3;Complete_Karma_Math_Table;IF(Increased_Attributes_Cost;6;4);
FALSE)-VLOOKUP(MAX(O3;Base_Body_Min);Complete_Karma_Math_Table;IF(Increased_Attributes_
Cost;6;4);FALSE))

what am I to change exactly? not very good at this


All karma cost calculations go off the Karma_Math_Table. It basically lists the costs of raising stats/attributes with karma based on a multiplier. The first Column is the target stat/skill number base.

What spellbinder is suggesting is to alter the karma math table. If attributes are the only thing that tries to use rating x 5 as the cost, that is a valid method. It will be a quick fix, so long as nothing else ever needs to use the x 5 multiplier spot.

The more accurate way to do it would be to update the attribute formulas to point to a different column in the karma math table. It will take more time and effort. Below I will outline an explination.

A vlookup is used to lookup values in the table.

A basic vlookup is like this:
VLOOKUP([Search Text],[Table to Search],[Column number to return],[Return closest relative value?])

So for above we have
VLOOKUP(P3;Complete_Karma_Math_Table;IF(Increased_Attributes_Cost;6;4);
FALSE)-VLOOKUP(MAX(O3;Base_Body_Min);Complete_Karma_Math_Table;IF(Increased_Attributes_
Cost;6;4);FALSE)

P3 = New stat value
Complete_Karma_Math_Table = Table where karma values are stored
IF(Increased_Attributes_Cost;6;4) = If using increased attribute costs look in column 6, otherwise use the lower attribute costs by looking in column 4. Column 6 contains the attribute cost at x 5 per rating, and column 4 has the cost at x 3 per rating.
FALSE = Do not settle for a close value, but only return exact matches. I ALWAYS use FALSE in this field. You must specify it though, or the formula assumes you mean to say 'TRUE' and will cause errors.

Then we have the second vlookup. This vlookup finds the cost of the attribute base. This is important to subtract from the total cost, because we are looking up the cost of raising the attribute from the base to the new value, not from 0 to the new value.

So for example, if your character had 3 body, and decided to raise it to 4 when using the Increased Attributes_Cost:

VLOOKUP(P3;Complete_Karma_Math_Table;IF(Increased_Attributes_Cost;6;4);
FALSE)-VLOOKUP(MAX(O3;Base_Body_Min);Complete_Karma_Math_Table;IF(Increased_Attributes_
Cost
;6;4);FALSE)

VLOOKUP(4;Complete_Karma_Math_Table;IF(TRUE;6;4);
FALSE)-VLOOKUP(MAX(3;Base_Body_Min);Complete_Karma_Math_Table;IF(TRUE;6;4);FALSE)

VLOOKUP(4;Complete_Karma_Math_Table;6;
FALSE)-VLOOKUP(MAX(3;Base_Body_Min);Complete_Karma_Math_Table;6;FALSE)

55-35

Result is 20.

To use a custom Karma Math value of 4 for all attribute costs, all of the attribute formulas will have to be updated to have their ;6;4) changed to ;5;4)

I will see if I can make the attribute costs more customizable.

I recommend using the base 5 cost. Attributes are very powerful in SR4, since they directly add to your dice pools and defaulting to an attribute is just a -1 die. A high attribute with no skill can make you better than a professional with an average attribute. High attributes are meant to be epic, and so they should also be rare.
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Jhaiisiin
post Apr 13 2010, 01:57 PM
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I noticed the conditional formatting on the Karma Generation stats block doesn't take racial cost into account. I.E., if you select Troll for your race, it should allow for 1/2 karma for stats plus 80. So for say, a 750 karma character, it should allow 455 karma before going into warning stage.

EDIT: This is what I've used as a temporary solution until someone comes up with a cleaner way of doing it. I've replaced the existing conditional formatting formula with the following

=AND(Creation_Mode,IF(Karma_Build_System="TRUE",IF(Standard_Races_Selection="Normal",$AD$3>(($AD$13/2)+$AD$4),IF(Standard_Races_Selection="Reduced",$AD$3>(($AD$13/2)+($AD$4*2)),$AD$3>($AD$13/2)+(VLOOKUP(Race,Complete_Race_Table,2,FALSE)*2)))))

EDIT2: Feature Request: Add a field/option to include cyberparts in a suite. Such as eyes, or ears or whatever.
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SpellBinder
post Apr 13 2010, 07:46 PM
Post #1260


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When I looked at that code I thought there would be an easier way too fix the karma attribute cost limit.

=AND(Creation_Mode,$AD$3>($AE$13/2)+(IF(Karma_Build_System=TRUE,$AD$4,0)))

I've tested it against BP system as well as the Reduced Race cost & Free Race cost karma options, and it works as outlined in RC page 42.
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DamienKnight
post Apr 13 2010, 08:01 PM
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QUOTE (Jhaiisiin @ Apr 13 2010, 08:57 AM) *
I noticed the conditional formatting on the Karma Generation stats block doesn't take racial cost into account. I.E., if you select Troll for your race, it should allow for 1/2 karma for stats plus 80. So for say, a 750 karma character, it should allow 455 karma before going into warning stage.

EDIT: This is what I've used as a temporary solution until someone comes up with a cleaner way of doing it. I've replaced the existing conditional formatting formula with the following

=AND(Creation_Mode,IF(Karma_Build_System="TRUE",IF(Standard_Races_Selection="Normal",$AD$3>(($AD$13/2)+$AD$4),IF(Standard_Races_Selection="Reduced",$AD$3>(($AD$13/2)+($AD$4*2)),$AD$3>($AD$13/2)+(VLOOKUP(Race,Complete_Race_Table,2,FALSE)*2)))))

EDIT2: Feature Request: Add a field/option to include cyberparts in a suite. Such as eyes, or ears or whatever.


I had not noticed that rule about Attribute maximums in the karmagen system. The sheet has been updated accordingly. Thanks for the heads up.

Also, this is about the 11th time someone has mentioned cyberparts as a suite. Rest easy you Samurai's of the Street, cyberpart suites are safely embedded in SR4CG_DK_1j, awaiting your joyous exploitation.


QUOTE (SpellBinder @ Apr 13 2010, 02:46 PM) *
When I looked at that code I thought there would be an easier way too fix the karma attribute cost limit.

=AND(Creation_Mode,$AD$3>($AE$13/2)+(IF(Karma_Build_System=TRUE,$AD$4,0)))

I've tested it against BP system as well as the Reduced Race cost & Free Race cost karma options, and it works as outlined in RC page 42.


Smart and Concise... However it adds infection costs to the limit, which is not explicitly endorsed by RAW.
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bmcoomes
post Apr 13 2010, 08:06 PM
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Hoorah! I can update some of my Samies. Sweet thank!
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SpellBinder
post Apr 13 2010, 08:14 PM
Post #1263


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Oops.

Added: How about this instead?

=AND(Creation_Mode,$AD$3>($AE$13/2)+(IF(Karma_Build_System=TRUE,(VLOOKUP(Race,Complete_Race_Table,2,FALSE)*IF(Race_Is_Standard,Standard_Races_Co
st,IF(Other_Races_Free,0,2)))
,0)))

Had to figure out how the base race cost would be called up so the Infected and Drake qualities would be ignored, but still include that modifier you have for race cost you have put in. It works, but feels so much messier.
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DamienKnight
post Apr 13 2010, 10:14 PM
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QUOTE (SpellBinder @ Apr 13 2010, 03:14 PM) *
Oops.

Added: How about this instead?

=AND(Creation_Mode,$AD$3>($AE$13/2)+(IF(Karma_Build_System=TRUE,(VLOOKUP(Race,Complete_Race_Table,2,FALSE)*IF(Race_Is_Standard,Standard_Races_Co
st,IF(Other_Races_Free,0,2)))
,0)))

Had to figure out how the base race cost would be called up so the Infected and Drake qualities would be ignored, but still include that modifier you have for race cost you have put in. It works, but feels so much messier.


Yeah, thats when its time to put two cells in the Misc_Data page. One called 'Race_Cost' which does a lookup on your race cost, and one called 'Infection Cost' which does a lookup on your infection cost. Then you can make your other formulas cleaner!

Since these values are only used a couple of formulas, I did not do this, but you understand why I have SO many Named cells in the sheet.
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SpellBinder
post Apr 13 2010, 11:01 PM
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The more I learn about how this file works the more I think I understand why.
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Jhaiisiin
post Apr 14 2010, 01:38 AM
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It's crazy impressive either way.

I noted something else. Per RC RAW, Magic and Edge are supposed to be included in the Attribute Karma total for determining maximum amount spent, yet the sheet excludes them when using the Karma gen option.

I do know some tables house rule that away, so maybe adding another toggle setting might be in order here.
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Dakka Dakka
post Apr 14 2010, 09:24 AM
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The AK-97 does not have a base concealment and thus all mods to concealment don't show up either.

[Edit]Found the missing info. The weapon is missing its type. Adding Assault Rifle to the entry in Gear_Data fixes the problem.[/Edit]

[Edit2]Shouldn't the folding stock reduce the concealment modifier? As it is it adds to it.
Unfortunately I have not found a rule stating that concealment is modified, positively or negatively. But by RAW, at least as accessory, stocks (folding or otherwise) may not be added to rifles or assault rifles. (IMG:style_emoticons/default/silly.gif)
You may want to look into a houserule like: "folding stocks may replace the rigid stock of weapons larger than SMGs but do not provide RC, instead they reduce the weapon's concealment by 1 when folded. The weapon can not be fired properly without an extended stock (-2 dice)[/Edit2]
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vollmond
post Apr 14 2010, 03:32 PM
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Question: in the vehicle mod dropdowns, why do some of the sensor mods have "def: " in front of them?
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DamienKnight
post Apr 14 2010, 04:00 PM
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QUOTE (Dakka Dakka @ Apr 14 2010, 04:24 AM) *
The AK-97 does not have a base concealment and thus all mods to concealment don't show up either.

[Edit]Found the missing info. The weapon is missing its type. Adding Assault Rifle to the entry in Gear_Data fixes the problem.[/Edit]

[Edit2]Shouldn't the folding stock reduce the concealment modifier? As it is it adds to it.
Unfortunately I have not found a rule stating that concealment is modified, positively or negatively. But by RAW, at least as accessory, stocks (folding or otherwise) may not be added to rifles or assault rifles. (IMG:style_emoticons/default/silly.gif)
You may want to look into a houserule like: "folding stocks may replace the rigid stock of weapons larger than SMGs but do not provide RC, instead they reduce the weapon's concealment by 1 when folded. The weapon can not be fired properly without an extended stock (-2 dice)[/Edit2]


Fixed AK-97 on the newest sheet.

A folding stock makes a weapon harder to conceal if it does not already have a stock, and easier to conceal when it does.

Ie. An SMG has no stock, conceal modifier of +4 (Bonus dice for searching character to notice it).
You add a folding stock, the base conceal is not affected (in its folded state).
If you unfold the stock, you now have a metal bar sticking from the back of the smg, so it is harder to hide it. (Conceal +1).

On a rifle (which are assumed to have a built in stock) you can modify it to be foldable. This means the base would still be +6 (standard conceal on assault rifles) but when folded in it would be -1, for a total of +5 conceal.

The sheet does not distinguish... it is assumed any time a folding stock is added, the weapon had no stock already. It adds 1 to the option conceal. If you have houseruled (wisely) that assault rifles should have a +5 conceal when their stock is folded, then you should note that in the custom notes section (blue area) in the Custom Weapon entry.
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Draco18s
post Apr 15 2010, 01:50 AM
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I added this to the bottom of the Weapon Bases table:

Elemental Attack 0 0 =$Magic!M23 damage P -0.5 SS x 0 LOS Elemental (type as appropriate), Complex Action LOS

As drakes have the ability, but there's no real place to put it on the sheet.

Basically it adds an Elemental Attack (notes: damage type as appropriate, complex action) that does =$Magic!M23 damage (Magic shee =>, magic attribute) that has a range of "LOS" which I defined as 999 and a base conceal defined as -99.

The tabs, if they copy, should just drop the data in the right cells.
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Gmoz
post Apr 15 2010, 07:45 AM
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One thing I came across as I was playing around with free spirits is that the option to get 1 power point isn't in the drop down menu of initiation metamagics.
Thanks for all the hard work put into the sheet.
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DamienKnight
post Apr 15 2010, 01:48 PM
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QUOTE (Gmoz @ Apr 15 2010, 02:45 AM) *
One thing I came across as I was playing around with free spirits is that the option to get 1 power point isn't in the drop down menu of initiation metamagics.
Thanks for all the hard work put into the sheet.


Yeah, I noticed that last week. One of our players requested a full amnesia character. I decided to make him a former ally spirit free spirit who just broke free of his master. The player does not know alot about magic, so he still has no idea. He just thinks he is a street samurai that can see magic.

But yeah, I wanted to buy a power point for the character with the karma he has earned, and saw that I couldnt! It has been fixed in version J.
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Draco18s
post Apr 15 2010, 04:22 PM
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QUOTE (DamienKnight @ Apr 15 2010, 09:48 AM) *
Yeah, I noticed that last week. One of our players requested a full amnesia character. I decided to make him a former ally spirit free spirit who just broke free of his master.


Haha! That's awesome. Probably better than Ruke's recently dreamed up character.

I of course, can not post details, as many of the group read dumpshock, and not being in that game I'm privy to special information.*

*Though I admit, I kept a secret from myself once too.
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last_of_the_grea...
post Apr 16 2010, 01:32 AM
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I think I caught something here...

When you choose the Accelleration echo it does not give you the reaction enhancement that it should. Only the initiative passes.
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DamienKnight
post Apr 16 2010, 08:58 PM
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QUOTE (last_of_the_great_mikeys @ Apr 15 2010, 08:32 PM) *
I think I caught something here...

When you choose the Accelleration echo it does not give you the reaction enhancement that it should. Only the initiative passes.


Indeed. It is now fixed in version J. Thanks for finding that.

Wow, Technomancers can do some neat0 stuff!
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