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> Upgraded Character Generator, Updated Generator Based on work from Autarkis and Blakkie
last_of_the_grea...
post May 9 2010, 02:00 PM
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QUOTE (Dakka Dakka @ May 6 2010, 12:51 PM) *
There has been some discussion as to whether Adapsin applies to all ware or not. The thing is anyone could have a doc rip out all ware get adapsin and then implant the same stuff again. That Character should get the bonus. The way Adapsin is described, it isn't clear either.


You would have to buy new 'ware to make that work. Otherwise they are instaling used cyberware with the relevant penalties as well as the adapsin effect.
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last_of_the_grea...
post May 10 2010, 06:34 PM
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Hmm... Whenever I load up the generator I get an "Error, data may be lost" warning. The "Main Sheet" page lacks those little arrows and does not have the drop down thingee. I have tried downloading it and installing it again but end up with the same problem.
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DamienKnight
post May 11 2010, 02:24 PM
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QUOTE (last_of_the_great_mikeys @ May 10 2010, 01:34 PM) *
Hmm... Whenever I load up the generator I get an "Error, data may be lost" warning. The "Main Sheet" page lacks those little arrows and does not have the drop down thingee. I have tried downloading it and installing it again but end up with the same problem.
Please provide your OS and spreadsheet program (including version and patch number).

All we can do is tell you if it has been tested before and if it is working.

The sheet works great on Windows XP w/ Office 2003 patch 3.
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DamienKnight
post May 14 2010, 02:31 PM
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Version 1k is now available.

http://www.mediafire.com/file/mlnzdqjfwwc/SR4CG_DK_1k.zip

Version k does not introduce any new features. It is a collection of fixes ive made in the last two weeks.

- Fixed some ammo costs
- Fixed conditional formatting for SLOTs on vehicles page
- Fixed Free Knowledge Points for Karma System
- Added vehicle Mod 'Used (Degredation)' and 'Used (Gremlins 1)' and 2 -- get used cars on the cheap!
- Added Lifestyle options from Running Wild
- Fixed post-infection attribute minimums
- Fixed Drake Breath Weapon damage (now based off Magic instead of Essence)
- Fixed magic attribute on Pets page. Added Edge.

Just as a reminder:

The sheet now includes PETS. Calculate training costs, change it to a warform or Chimeric pet! Install a CAST system and rig your pet! All included in the new Pets page!

Drakes can select their breath weapon on the Magic page, and it will show up on their charsheet, complete with elemental effect info!

Qualities can now have notes! Just add ' [blah]' to the quality. Include a space to separate the quality name from the note, and put the note in square brackets. Now you can have 'Allergy, Mild Uncommon [Sunlight]' or 'Compulsion (Mild) [Honor System]' on the charsheet!

Your can now buy used vehicles at a discounted price! Just add the 'Used' mod to the vehicle and get used cars Cheap!

Post-character-creation infection has been improved... now your stats will increase their minimums properly based on your original stats! Its a great time to become a Ghoul!!!

Enjoy! Please post any feedback you have, including comments on how I could improve the Pets page (or comment on how perfect it is (IMG:style_emoticons/default/wink.gif)

As usual, Thanks to the community for the support. These updates wouldnt happen without you.

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WearzManySkins
post May 16 2010, 08:45 PM
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missing or unable to locate the following weapons from the weapons list:

Ares S-III Super Squirt SR4 page 309
Fichetti Pain Inducer SR4 page 309

Also Smartgun cameras have the below options but not included in your spreadsheet:

Smartgun Camera Vision Low Light
Smartgun Camera Vision Thermographic
Smartgun Camera Vision Flare Compensation
Smartgun Camera Vision Ultrasound
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Raven the Tricks...
post May 16 2010, 11:14 PM
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It looks like at the moment in version k that the full total BP cost for starting knowledge skills is included in you build point total, rather than deducting for the free skill points you get for your knowledge+intuition*3. It took me a while to figure out why a build I was recreating to test the sheet that I knew was about right for points was going almost 50 points over. Also don't pixies have a base edge of 2?
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SpellBinder
post May 17 2010, 05:46 PM
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Decided to spend some time poking around the Adapsin issue I get when I resave the sheet as an XLSM file (will look into the Grade drop down issue later, when I figure out how that works). For some reason, in the cells that handle the object "Complete_Grade_Table" for some reason changes the check from "Has_Adapsin" to "Background!Has_Adapsin" after the conversion to an XLSM file. Found this while evaluating formulas in those cells, and that object came up in conflict with any cyberwear tagged for Adapsin.

Now to figure out how to get rid of that extra "Background!" piece of code since it wasn't being added in the conversion to XLSM until version 1j.

Added: I think I found the issue. Don't know if it's in the previous version of Excel, but in 2007 there's a Name Manager that lists "Has_Adapsin" twice, and one of those references a drive:file location that doesn't exist on my computer, and the other file is referenced before the same name within the workbook. Just can't remove any of the name references that aren't part of the Workbook.
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WearzManySkins
post May 18 2010, 01:13 AM
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@Spellbinder

Try using Office 2010, names are gone/removed replaced by absolute cell references.
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SpellBinder
post May 18 2010, 01:46 AM
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No need (read below). Besides, an alert about labels in formulas being changed to cell references pops up in the 2007 version as well when I first open the original XLS. I expect it's the same thing.

Anyway, found where the error was that caused all of this, and it's partially in some duplicate entries I found in the Name Manager. There's two each of "Gear", "Complete_Gear_Table", and "Has_Adapsin" entries. I removed the duplicates with the Scope "Background", and deleted the "Background!" part of the code in the Refers To entries for "Gear" and "Complete_Gear_Table" so those don't call the Background book, and it works fine now. As a simpler fix I could've just had the "Has_Adapsin" line that is Scoped to "Background" changed to refer to the correct cell reference (BU120 instead of BU119 in the Misc_Data sheet), but I opted to clean out duplicate code instead.

Oh, this is also before I told the file to refer to itself for all information, rather than to a non-existent "O:\Documents\Books\sheets\SR4CG_DK_1i.xls" file it was linked to. Interestingly, this makes many of the duplicate entries in the Name Manager identical or nearly identical in the Refers To column.
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DamienKnight
post May 18 2010, 01:58 PM
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QUOTE (SpellBinder @ May 17 2010, 08:46 PM) *
No need (read below). Besides, an alert about labels in formulas being changed to cell references pops up in the 2007 version as well when I first open the original XLS. I expect it's the same thing.

Anyway, found where the error was that caused all of this, and it's partially in some duplicate entries I found in the Name Manager. There's two each of "Gear", "Complete_Gear_Table", and "Has_Adapsin" entries. I removed the duplicates with the Scope "Background", and deleted the "Background!" part of the code in the Refers To entries for "Gear" and "Complete_Gear_Table" so those don't call the Background book, and it works fine now. As a simpler fix I could've just had the "Has_Adapsin" line that is Scoped to "Background" changed to refer to the correct cell reference (BU120 instead of BU119 in the Misc_Data sheet), but I opted to clean out duplicate code instead.

Oh, this is also before I told the file to refer to itself for all information, rather than to a non-existent "O:\Documents\Books\sheets\SR4CG_DK_1i.xls" file it was linked to. Interestingly, this makes many of the duplicate entries in the Name Manager identical or nearly identical in the Refers To column.

I was able to remove the external link (probably happened when I copied in the Background page). I did not have the adapsin issue you are describing. When I looked at the sheet it was already correctly pointing to BU120.

Since I am using office 2003, I am not sure how I can identify or delete duplicate Name entries. I will try deleting them, reopening the sheet and recreating them and see if that does the trick.

QUOTE (Raven the Trickster @ May 16 2010, 06:14 PM) *
Also don't pixies have a base edge of 2?

Sounds great. My pixie character would benefit from that. Can you find it in the book?

QUOTE (Raven the Trickster @ May 16 2010, 06:14 PM) *
It looks like at the moment in version k that the full total BP cost for starting knowledge skills is included in you build point total, rather than deducting for the free skill points you get for your knowledge+intuition*3. It took me a while to figure out why a build I was recreating to test the sheet that I knew was about right for points was going almost 50 points over.
Fixed in version k.
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Raven the Tricks...
post May 18 2010, 02:33 PM
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Hmm... it would appear I misread the rule, pixies have a maximum edge of 7 and I assumed that made them like humans with a starting edge of 2. On further inspection there's nothing to support that though so I withdraw the statement (and I'll need to fix my pixie's character sheet).
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SpellBinder
post May 18 2010, 03:39 PM
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I wouldn't worry too much about it, DK. Removing the external link may just clear it all up (will see with version l). And I think you're right, too. All of the duplicated entries point at the Background sheet.

I think the reason it worked as an XLS file is because the first Has_Adapsin line errored out because there was no reference, and Excel moved on to the next line and found the right cell; as an XLSM it does not seem to do this and so errors on the first one.
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Drats
post May 18 2010, 08:52 PM
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The Active Skills drop-down menu seems to cut off after "Stealth (Group)" near the bottom, with the actual skills in the group and the entire Tasking skillgroup unlisted. (I'm running OpenOffice instead of Excel, though, so it could be my problem and not the sheet's.)
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Werd
post May 18 2010, 09:04 PM
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Selecting 01 as a TM's paragon seems to not be working correctly, it does not display the information about the paragon like the others. Instead it just says 1 instead of 01, Sprite of choice is two #N/A, advantages is #N/A and disadvantages is #N/A. Also is it possible to enable the optional rule to make CF cost the same as spells to train as described on page 39 of Unwired?
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Nifft
post May 19 2010, 04:18 AM
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Would it be possible to have Skill Groups show the skills in their group on the Character Sheet?

Thanks, -- N
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DamienKnight
post May 19 2010, 01:33 PM
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QUOTE (Raven the Trickster @ May 18 2010, 09:33 AM) *
Hmm... it would appear I misread the rule, pixies have a maximum edge of 7 and I assumed that made them like humans with a starting edge of 2. On further inspection there's nothing to support that though so I withdraw the statement (and I'll need to fix my pixie's character sheet).
Ah. Ok, where can I find that it says they have a max of 7?


QUOTE (Drats @ May 18 2010, 03:52 PM) *
The Active Skills drop-down menu seems to cut off after "Stealth (Group)" near the bottom, with the actual skills in the group and the entire Tasking skillgroup unlisted. (I'm running OpenOffice instead of Excel, though, so it could be my problem and not the sheet's.)
Sorry about that. Fixed in version L.


QUOTE (Werd @ May 18 2010, 04:04 PM) *
Selecting 01 as a TM's paragon seems to not be working correctly, it does not display the information about the paragon like the others. Instead it just says 1 instead of 01, Sprite of choice is two #N/A, advantages is #N/A and disadvantages is #N/A. Also is it possible to enable the optional rule to make CF cost the same as spells to train as described on page 39 of Unwired?
This has to do with the formatting on the cell. Since it has no specific format, excel chooses the format based on contents. When it sees 01 it assumes it is a number, so it shaves off the zero, cause the lookup to fail. Fixed in version L by forcing the cell to be a 'Text' format type.


QUOTE (Nifft @ May 18 2010, 11:18 PM) *
Would it be possible to have Skill Groups show the skills in their group on the Character Sheet?

Thanks, -- N
When selecting a skill, go to the bottom of the list. There the skill groups are listed a second time along with all of the skills that are part of the group. (Minus stealth, see above).
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Delarn
post May 19 2010, 03:52 PM
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Can you put the group less skils before the list of skills under the group and only the group skill with the groups. It would help seaching for skills and for groups without having 2 times the list of skills.
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Draco18s
post May 19 2010, 04:20 PM
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QUOTE (DamienKnight @ May 19 2010, 09:33 AM) *
Ah. Ok, where can I find that it says they have a max of 7?


Runner's Companion, under the section for how to build a Pixie.

AFB at the moment, so I don't have a page number.
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Nifft
post May 19 2010, 04:31 PM
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QUOTE (DamienKnight @ May 19 2010, 08:33 AM) *
When selecting a skill, go to the bottom of the list. There the skill groups are listed a second time along with all of the skills that are part of the group. (Minus stealth, see above).

Right. And I can look in the book to see what skills are in what groups.

I'm just saying that, for convenience -- especially when handing a pregen sheet to a new player -- it would be really nice if I could buy a skill group on the main tab and have the character sheet tab display more than just the group name, by also showing what skills are in the group.

Thanks, -- N
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Nifft
post May 19 2010, 04:34 PM
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QUOTE (Draco18s @ May 19 2010, 11:20 AM) *
Runner's Companion, under the section for how to build a Pixie.

AFB at the moment, so I don't have a page number.

Page 84, last sentence in the "Not Metahuman" section... not in the Pixie section at all.

Gotta say I'm not happy with the editing choice there.
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DamienKnight
post May 19 2010, 06:29 PM
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QUOTE (Nifft @ May 19 2010, 11:34 AM) *
Page 84, last sentence in the "Not Metahuman" section... not in the Pixie section at all.

Gotta say I'm not happy with the editing choice there.


Pixies now have maximum of 7 edge, Sasquatch Naga and Centaurs now have 5 edge max. Thanks for finding that for me.
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Draco18s
post May 19 2010, 09:45 PM
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QUOTE (Nifft @ May 19 2010, 12:34 PM) *
Gotta say I'm not happy with the editing choice there.


Agreed.
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Raven the Tricks...
post May 20 2010, 01:13 AM
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Critical strike description is given as + [level]DV per level where [level] is whatever level you select for critical strike.
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DamienKnight
post May 20 2010, 05:44 PM
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QUOTE (Raven the Trickster @ May 19 2010, 08:13 PM) *
Critical strike description is given as + [level]DV per level where [level] is whatever level you select for critical strike.

Changed description in version l to '+[level] DV to unarmed attacks'
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post May 24 2010, 05:53 AM
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Been pondering a thought on how to implement it into the sheet. Basically thinking thus far if a batch of extra vehicle mods can be added to the list to incorporate the option of variant vehicle models (Arsenal, pages 106-107). Speed and Acceleration variants are easy enough to add, though all of the vehicle stats can be changed a little at GM's discretion.

Figuring this would be easier in the long run, as opposed to adding every similar model vehicle and drone to the list.
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