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> Upgraded Character Generator, Updated Generator Based on work from Autarkis and Blakkie
DamienKnight
post Apr 27 2010, 01:27 PM
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QUOTE (Kazuhiro @ Apr 26 2010, 03:38 PM) *
Were you able to find the cause of my problem? Taking SURGE and having it not only forget that I'm a magician, but suddenly stop letting me BE a magician?

I am unable to recreate this problem.

You select Magician. Add Surge I. Add electrosense. At that point the 'Special' area goes blank?
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Sengir
post Apr 28 2010, 05:17 PM
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Hey, I'd like to contribute something: The German version of Arsenal includes some new clothing lines, a new military armour, ~5 new guns and a whole load of new drones (inlcuding finally some cars the average commuter would use). Would you like to add that stuff to the chargen? And if yes how should I send you that list, simply add it to the data sheet of the current version or some other way?
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bmcoomes
post Apr 28 2010, 05:19 PM
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I know I would love to see the new stuff!!!
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Nifft
post Apr 28 2010, 05:43 PM
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QUOTE (DamienKnight @ Apr 26 2010, 01:52 PM) *
Gear page was missing all of the Nanowares. Added them in version J.
Awesome, thanks.

Also: Deepweed is an "awakened" drug from SR4A core, but I didn't see it under either Chem - Drugs or Chem - Awakened Drugs. It costs 400 ¥ per dose.

Psyche is a drug that is useful for Awakened PCs, and it's similarly missing. It is also found in SR4A core, and it costs 200 ¥ per dose.

Thanks, -- N
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Tyro
post Apr 28 2010, 06:52 PM
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QUOTE (bmcoomes @ Apr 28 2010, 09:19 AM) *
I know I would love to see the new stuff!!!

Me three!
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DamienKnight
post Apr 28 2010, 07:19 PM
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QUOTE (Sengir @ Apr 28 2010, 12:17 PM) *
Hey, I'd like to contribute something: The German version of Arsenal includes some new clothing lines, a new military armour, ~5 new guns and a whole load of new drones (inlcuding finally some cars the average commuter would use). Would you like to add that stuff to the chargen? And if yes how should I send you that list, simply add it to the data sheet of the current version or some other way?

I suggest you add them to the sheet and then just send me the updated Gear_Data and Vehicle_Data sheets.
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DamienKnight
post Apr 28 2010, 07:24 PM
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Version j is ready!

http://www.mediafire.com/?m2yz1dmdond

Includes Pets! Buy TRAINED pets with Warform or Chimeric enhancements. Add cyberware for you pet, including SEIS, TRACES, and other PET-only wares, or install classic cyberware in them.... Because all dogs should have titanium bone lacing!

Attributes update based on Warform/Wares.

Attacks are calculated, so strength increases natural attacks damage accordingly.

Armor and movement are calculated. Add Celerity or Improved Armor and see their stats change.

- Fixed issues with Vehicles, Magic, Free-Spirit Powers and Armor
- Added 'Light' and a few 'Ultralight' versions of popular armor. (Because weeny Mages and gnomes need armor too!)
- Added Nanoware drugs to the Gear page
- Added in many missing drugs
- Added Grenade Launchers
- Cyberlimbs and their mods now support Suites!
- New Background questions page, created by Brent Coomes! *Edit

Thanks to the Community for troubleshooting and fact finding. You guys are great!
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RedFish
post Apr 28 2010, 07:24 PM
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I noticed that Tailored Pheromones add to the charisma attribute in the chargen - as far as I know this is incorrect. It merely adds to charisma (based tests) and social skill based tests, not to the actual charisma itself. While it makes bookkeeping easier, it would also means that tailored pheromones would potentially prevent you from getting charisma modifiers from elsewhere.
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Gmoz
post Apr 28 2010, 07:51 PM
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Woot for version J!
You the man Damien
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DamienKnight
post Apr 28 2010, 09:58 PM
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QUOTE (RedFish @ Apr 28 2010, 02:24 PM) *
I noticed that Tailored Pheromones add to the charisma attribute

That is an interesting point. Is there anything else in the Sheet that could actually raise your Charisma? Just asking.

Version k will have the Charisma boost removed. If you want to add that to your current sheet, just delete the '1' in the charisma column next to Tailored Phermones on the Wares_Data tabe.
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Werewindlefr
post Apr 28 2010, 09:59 PM
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QUOTE (Gmoz @ Apr 28 2010, 03:51 PM) *
Woot for version J!
You the man Damien

Yup. Pretty much.

Thanks for the suites!
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bmcoomes
post Apr 28 2010, 10:00 PM
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QUOTE (DamienKnight @ Apr 28 2010, 11:24 AM) *
Version j is ready!

http://www.mediafire.com/?m2yz1dmdond

Includes Pets! Buy TRAINED pets with Warform or Chimeric enhancements. Add cyberware for you pet, including SEIS, TRACES, and other PET-only wares, or install classic cyberware in them.... Because all dogs should have titanium bone lacing!

Attributes update based on Warform/Wares.

Attacks are calculated, so strength increases natural attacks damage accordingly.

Armor and movement are calculated. Add Celerity or Improved Armor and see their stats change.

- Fixed issues with Vehicles, Magic, Free-Spirit Powers and Armor
- Added 'Light' and a few 'Ultralight' versions of popular armor. (Because weeny Mages and gnomes need armor too!)
- Added Nanoware drugs to the Gear page
- Added in many missing drugs
- Added Grenade Launchers
- Cyberlimbs and their mods now support Suites!
- New Background questions page, created by Brandon Coomes!

Thanks to the Community for troubleshooting and fact finding. You guys are great!



It's Brent not Brandon but hay you got my last name right so I'm happy.
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RedFish
post Apr 28 2010, 11:22 PM
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QUOTE (DamienKnight @ Apr 28 2010, 09:58 PM) *
That is an interesting point. Is there anything else in the Sheet that could actually raise your Charisma? Just asking.

Version k will have the Charisma boost removed. If you want to add that to your current sheet, just delete the '1' in the charisma column next to Tailored Phermones on the Wares_Data tabe.


Awesome!

I don't think there's anything else raising charisma on the sheet (though I haven't tested it all and some parts like the cyberparts page crash if I select anything but cybereyes, but that's just because Mac-Excel doesn't do macros very well, and it seems to work flawlessly on any PC I've been at), so it's mainly just me being pedantic and wanting to make it easier to deal with a printed out version of the character sheet provided.

So, props for a very well done job.
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Sengir
post Apr 29 2010, 09:26 AM
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QUOTE (DamienKnight @ Apr 28 2010, 08:19 PM) *
I suggest you add them to the sheet and then just send me the updated Gear_Data and Vehicle_Data sheets.

OK, I'll see if I can get it done today, if not you will have it by tomorrow (CET). (IMG:style_emoticons/default/smile.gif)


Two quick questions:
- Why do some ranged weapons have numbers for reach in the data sheets? Does this have any effect?
- Would you say "one of the most modern and feared hunter drones on the market" with an avaiability of 14F qualifies as military vehicle or should still get the device rating for a security vehicle?


And awesome work as usual with the new version, especially having cybersuites including limbs is much apprechiated.
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DamienKnight
post Apr 29 2010, 02:29 PM
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QUOTE (Sengir @ Apr 29 2010, 04:26 AM) *
OK, I'll see if I can get it done today, if not you will have it by tomorrow (CET). (IMG:style_emoticons/default/smile.gif)


Two quick questions:
- Why do some ranged weapons have numbers for reach in the data sheets? Does this have any effect?
- Would you say "one of the most modern and feared hunter drones on the market" with an avaiability of 14F qualifies as military vehicle or should still get the device rating for a security vehicle?


And awesome work as usual with the new version, especially having cybersuites including limbs is much apprechiated.


Reach is added kind of on a whim. It represents how much reach the weapon would add if using it as a melee weapon.

I am not sure about the drone. Cost is a good indicator of Military vs. Security. A military drone has a device rating of 5, which is the equivalent of a Commlink w/ System/Signal rating 5, which costs a few thousand. If the drone costs more than 10k with an F avail, then probably YES it is Military.

Edit:

I noticed on the Pets page I do not have Initiative/Passes. I have added that to version k.

Also, for some reason magic is calculating off of the wrong cell. The vlookup should be going to Pets Table column 16. Fixed in version k. Also set it so the Magic will not ever exceed the essence level.
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Caine Hazen
post Apr 30 2010, 12:49 AM
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Damn, now I have to try and redo a character concept I was working on (IMG:style_emoticons/default/wink.gif) you and your animals (really though, thank you muchly for that, nice addition)

Thought about maybe porting the critters part over to its own table as a GMs tool?
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Marston
post Apr 30 2010, 01:56 AM
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This is a minor issue, but the AK-97 assault rifle should have 38 rounds per "clip", unless there was a 28 round per "clip" errata that I might have missed.
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Thirty Second Ar...
post Apr 30 2010, 02:32 AM
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QUOTE (DamienKnight @ Apr 28 2010, 12:24 PM) *

Woo, version J. Looks like all the bugs I reported are gone, plus the unusual thing I noticed on the gear tab seems to be fixed as well.

However, I just spotted something on the Weapons tab: The cost for the Ceramic Components modifications is being calculated incorrectly. It appears the modification cost on the spreadsheet is using the weapon's base cost. Arsenal p150 says the cost for each level of Ceramic Components is calculated using the weapon's actual cost - that is, the cost after all other modifications - instead of its base cost.

For example: An Ares Predator IV with the Level 3 ceramic components modification costs [350+(350*6)], or [350+2100]. A Predator with a chameleon coating would cost [350+1000+({350+1000}*6)], or [350+1000+8100], to add a Level 3 ceramic modification. The spreadsheet appears to be calculating the cost for the latter as [350+1000+(350*6)].
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Sengir
post Apr 30 2010, 11:45 AM
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Here you go. I added all the new stuff to the bottom of the respective lists for easier checking, and decided that since the drone in question (RM Wolfspinne medium drone) costs more than two dobermans it should get the better device rating.

PS: Some info that didn't fit into the sheet

- The payload arrow behaves like a gas/splash gernade on impact, with half the explosion radius
- Reconquista Line is neo-Victorian looks and has chemical protection 3
- CYBERPIRATE Line is made for scifi looks, the clothes can display images from a commlink and come with chem protection 2
- The SK Myrmidon comes with full chemical seal, thermal damping 3, and an articulated weapon arm, the helmet has olfactory and ultrasound sensors...designed forshock troops which go in after the enemy got plastered with chemical weapons.
- No, the Balmug does not have more RC (IMG:style_emoticons/default/wink.gif)
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DamienKnight
post Apr 30 2010, 07:22 PM
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QUOTE (Thirty Second Artbomb @ Apr 29 2010, 09:32 PM) *
Woo, version J. Looks like all the bugs I reported are gone, plus the unusual thing I noticed on the gear tab seems to be fixed as well.

However, I just spotted something on the Weapons tab: The cost for the Ceramic Components modifications is being calculated incorrectly. It appears the modification cost on the spreadsheet is using the weapon's base cost. Arsenal p150 says the cost for each level of Ceramic Components is calculated using the weapon's actual cost - that is, the cost after all other modifications - instead of its base cost.

For example: An Ares Predator IV with the Level 3 ceramic components modification costs [350+(350*6)], or [350+2100]. A Predator with a chameleon coating would cost [350+1000+({350+1000}*6)], or [350+1000+8100], to add a Level 3 ceramic modification. The spreadsheet appears to be calculating the cost for the latter as [350+1000+(350*6)].

Thanks for finding this. Corrected this in version k. Since it must add the cost in during the POST modded price calculation, the ceramic components mod will show up as a 0 cost, but will actually multiply your ending value based on the level of ceramic the components are modded to.
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graywulfe
post Apr 30 2010, 09:52 PM
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I can't seem to open this file, excel crashes everytime I try to open it, regardless of enabling or disabling macros. Any ideas?
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RedFish
post May 1 2010, 11:52 PM
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QUOTE (graywulfe @ Apr 30 2010, 09:52 PM) *
I can't seem to open this file, excel crashes everytime I try to open it, regardless of enabling or disabling macros. Any ideas?


What version of Excel are you using?
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felixghost
post May 2 2010, 04:54 PM
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Thanks for this! I find this to be very useful.
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Jhaiisiin
post May 3 2010, 03:12 PM
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QUOTE (graywulfe @ Apr 30 2010, 02:52 PM) *
I can't seem to open this file, excel crashes everytime I try to open it, regardless of enabling or disabling macros. Any ideas?

I'm running into the same issue here. I'm using MS Excel 2003. It crashes excel twice, then finally opens to practically a pure text file, with all the formatting stripped out of it. Similarly, it also shows all the normally hidden tabs. Excel notes that it tried to repair errors/damage within the file. Here's the exact text from the repair log:

QUOTE
Microsoft Office Excel File Repair Log

Errors were detected in file 'I:\Shadowrun\SR4CG_DK_1j.xls'
The following is a list of repairs:

Damage to the file was so extensive that repairs were not possible. Excel attempted to recover your formulas and values, but some data may have been lost or corrupted.


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Dumori
post May 3 2010, 05:57 PM
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Worked perfectly on my excel 2003
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