Upgraded Character Generator, Updated Generator Based on work from Autarkis and Blakkie |
Upgraded Character Generator, Updated Generator Based on work from Autarkis and Blakkie |
Oct 30 2008, 08:56 PM
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#141
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Moving Target Group: Members Posts: 943 Joined: 24-January 04 From: MO Member No.: 6,014 |
Good luck with Fallout 3, I've been playing it myself and time just dissappears when I'm at it. A tiny little bit of gear related updates I just noticed as I incorporated the v1.5 SR4 errata into my copy (all on the Gear Data sheet): the limo (Nightsky) is 120,000 (IMG:style_emoticons/default/nuyen.gif) (instead of 20k) one of the boats (Nymph) is 170,000 (IMG:style_emoticons/default/nuyen.gif) (instead of 17k) AP of flechette rounds is +5 AP instead of +2, affecting the guns listed with Flechette ammo (about 4-8 entries I think) Thanks, I will fix these things for beta 7. Fallout 3 is fantastic! Its the best blend of FPS and RPG since Deus Ex! |
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Oct 31 2008, 04:00 AM
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#142
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Moving Target Group: Members Posts: 734 Joined: 30-August 05 Member No.: 7,646 |
Do you know if some of the cosmetic cyber and biomods were deliberately left out of the equipment lists? (ie, Minor/moderate/severe modification, Clean Metabolism, Casemods, engraved datajacks, etc) Fang Implants made it in but Eyemod, Fiberoptic Hair, Genital Implants and friends didn't. I'm guessing it was personal taste, but it may have been difficulty in implementation in some cases ...
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Oct 31 2008, 03:01 PM
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#143
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Target Group: Members Posts: 78 Joined: 16-July 07 Member No.: 12,279 |
I've got a problem in Version 6 that may have already been brought up (quick scan did not find anything) or I may be missing something. Clicking on the drop-down menu for resources on the Main_Sheet only gives an option of 0 nuyen. Am I losing my mind here?
Beyond that, I just want to take the time to say THANK YOU to DamienKnight and the others that have brought us this most excellent character generator!!!! Your work on this has been phenomenal and has made my campaign much easier to run! |
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Oct 31 2008, 03:13 PM
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#144
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Moving Target Group: Members Posts: 129 Joined: 28-October 07 Member No.: 13,928 |
I've got a problem in Version 6 that may have already been brought up (quick scan did not find anything) or I may be missing something. Clicking on the drop-down menu for resources on the Main_Sheet only gives an option of 0 nuyen. Am I losing my mind here? Beyond that, I just want to take the time to say THANK YOU to DamienKnight and the others that have brought us this most excellent character generator!!!! Your work on this has been phenomenal and has made my campaign much easier to run! I'd noticed that, but since I'm entering values by hand anyway (the 800 bp characters have a lot of money to throw around), it didn't really register. It's not just you. |
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Oct 31 2008, 04:21 PM
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#145
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Moving Target Group: Members Posts: 943 Joined: 24-January 04 From: MO Member No.: 6,014 |
I've got a problem in Version 6 that may have already been brought up (quick scan did not find anything) or I may be missing something. Clicking on the drop-down menu for resources on the Main_Sheet only gives an option of 0 nuyen. Am I losing my mind here? Someone pointed this out to me in a PM, and I have fixed it in version 7. I named the current nuyen cell 'Nuyen', which was the name already being used for the list of nuyen choices. I renamed the list of nuyen choices 'Nuyen_List' to match my naming schema, and edited the data validation in the dropdown to point to '=Nuyen_List' instead of '=Nuyen'. You can do the same if you need to fix the sheet right away, otherwise wait for version 7. You can manually insert any number between 0 and 300,000 here in mupliples of 5000 and it will work fine also. |
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Oct 31 2008, 05:36 PM
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#146
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Target Group: Members Posts: 78 Joined: 16-July 07 Member No.: 12,279 |
Dang, and here I thought I had lost my mind, giving me an excuse to leave work early. Oh well, guess I will have to fake it now!
Thanks for the quick replies! |
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Oct 31 2008, 07:37 PM
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#147
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Moving Target Group: Members Posts: 943 Joined: 24-January 04 From: MO Member No.: 6,014 |
Do you know if some of the cosmetic cyber and biomods were deliberately left out of the equipment lists? (ie, Minor/moderate/severe modification, Clean Metabolism, Casemods, engraved datajacks, etc) Fang Implants made it in but Eyemod, Fiberoptic Hair, Genital Implants and friends didn't. I'm guessing it was personal taste, but it may have been difficulty in implementation in some cases ... While I do think including penile implants is kinda dumb, the exclusion of these was an oversight. Added in version 7 now. Thanks for your Phallic Attention Cabral! |
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Oct 31 2008, 08:14 PM
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#148
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Target Group: Members Posts: 78 Joined: 16-July 07 Member No.: 12,279 |
Two minor ones for you DK... for weapon mods, if you select "Additional Clip", it changes the ammo to 75% of the original capacity, regardless of the weapon type. According to Arsenal, only pistols are reduced to 75% original clip capacity, all other firearms remain at the same size, then doubled.
Also, for the cost of a custom weapon, anytime you select an option that has a cost of "weapon cost" the spreadsheet adds in double the weapons cost for that mod. |
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Nov 1 2008, 05:00 AM
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#149
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Moving Target Group: Members Posts: 734 Joined: 30-August 05 Member No.: 7,646 |
While I do think including penile implants is kinda dumb, the exclusion of these was an oversight. Added in version 7 now. Thanks for your Phallic Attention Cabral! Heh. My wife's character has fiberoptic hair. I was just fishing for a trend. Would you mind taking time to explain some of your optional rule flags? Standard_Races_Cost appears to be a calculated field based on the other fields. Other_Races_Free Standard_Races_Normal_Cost Standard_Races_Reduced_Cost Standard_Races_Free To get a RAW Karma Build System, I think I need to set Standard Races Free to TRUE, but what about Other Races Free? Also, it doesn't seem to be raising a proper red (yellow?) flag for stat expenditure. It's a raising a flag after 375 (half of 750) properly but it should be flagging at more than 375+double the race's BP cost. Also, a Troll with a Charisma above 1 generates an error (#N/A for stats). Edit: Something I've done on my copy is grouped skills by skill group so that you can easily see what skill is part of which skill group. [ Spoiler ] Edit2: Also looks like Fangs et al as cyberlimb implants (ie, capacity) was skipped. |
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Nov 3 2008, 02:40 AM
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#150
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Neophyte Runner Group: Members Posts: 2,328 Joined: 2-April 07 From: The Center of the Universe Member No.: 11,360 |
Great tool (tried it out today for a recurring NPC in the game), there's alot of hard work going into those files. Some things I noticed, the minor one is that the languages did not have Or'zet. Humanis must be at fault here (IMG:style_emoticons/default/wink.gif) .
Also under type for his CZ120 (I did not have it as a custome weapon), it lists 14. Not Sure what that is. Shouldn't type be light pistol? Edge also was a bit off. I chose human as race and when entering edge it added one more, and took the BP's for it as well. When using karma to update the mage's spell list it worked but took off 6 karma per spell instead of 5. The other items I noted to give you feedback on was that the character sheet doesn't have significant room for adding details regarding contacts. Also under the active skills, there is no Attribute column, or total Skill+Attribute. I also find it somewhat useful to have an ammo used area on the sheet. |
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Nov 3 2008, 04:38 AM
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#151
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Moving Target Group: Members Posts: 734 Joined: 30-August 05 Member No.: 7,646 |
Roger that, Bob. Fixed in 7. Also going to add rating boxes for the rated items. Actually what seems to be buggering the mods (at least for what I'm doing) is that the Complete_Vehicle_Mod_Table cell range stops at Nitrous Injection so I get an error for Rigger Adaptation |
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Nov 3 2008, 03:55 PM
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#152
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Moving Target Group: Members Posts: 943 Joined: 24-January 04 From: MO Member No.: 6,014 |
Actually what seems to be buggering the mods (at least for what I'm doing) is that the Complete_Vehicle_Mod_Table cell range stops at Nitrous Injection so I get an error for Rigger Adaptation Good observation Cabral. Fixed in 7. Great tool (tried it out today for a recurring NPC in the game), there's alot of hard work going into those files. Some things I noticed, the minor one is that the languages did not have Or'zet. Humanis must be at fault here (IMG:style_emoticons/default/wink.gif) . Yeah, orcs lifespan is so short and their intellect so lowly, I did not figure any of them would live long enough to actually beat a new language into their thick heads. Erm...no, no meta hating here. Or'zet added in Beta 7. Also under type for his CZ120 (I did not have it as a custome weapon), it lists 14. Not Sure what that is. Shouldn't type be light pistol? 14 is the range code for light pistols. Where is this number showing up at? I am not seeing it on the CharSheet. Are you on a version prior to beta 6? Edge also was a bit off. I chose human as race and when entering edge it added one more, and took the BP's for it as well. See the earlier discussion on attribute raising in this sheet. When you enter a value, that is your desired attribute base, before modifying it by race. If you set it to 2 edge for troll, your modified edge is 2. If you set it to 2 on human, who get +1 racial modfier on edge, it will be 3, and you will pay the cost of raising it from 2 to 3 (instead of 1 to 2). If you have a different suggestion for how the sheet should work, please provide a mock up of agility on a new spreadsheet, and allow the user to select troll/elf/human. If it works better than the one Arturkis created, I will gladly use it in the next version of the spreadsheet. When using karma to update the mage's spell list it worked but took off 6 karma per spell instead of 5. Now I know you are on an old version, as this problem does not exist in Beta 6. The other items I noted to give you feedback on was that the character sheet doesn't have significant room for adding details regarding contacts. Also under the active skills, there is no Attribute column, or total Skill+Attribute. I also find it somewhat useful to have an ammo used area on the sheet. I agree about contacts. I think there should be a whole page set aside for them, and will work on this for version 8 or 9. Any suggestions on what to include in this sheet are much appreciated. Yes, skills dont have an attribute column. There is no place to mark off used ammo. These are cosmetics on the CharSheet. Its not that I do not want to improve the CharSheet, I just need inspiration. How would you like to see marked off ammo recorded on the sheet? Does anybody else want an attribute column on skills? Personally I don't have any trouble remembering which attribute is linked to which skill seeing as they are fairly sensibly assigned, so that always seemed like a waste of space to me. I can change the formatted sheet though, if enough in the community are interested in it. Also, I never mark ammo off on my char sheet... its a sacred sheet that shouldnt be scribbled on. I have yellow sticky notepads for junk like that. Again, if enough are interested in this I will look into it. Personally I would like to see CharSheet style areas for all of the details of a character sheet. Rather than dumping all of those into the Character generator, I would like to get the save to text file option working, then start a new project for formatted character sheet design which can import characters from any generator, not just this one. See the discussion on Standardized Character Formatting |
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Nov 3 2008, 05:39 PM
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#153
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Neophyte Runner Group: Members Posts: 2,328 Joined: 2-April 07 From: The Center of the Universe Member No.: 11,360 |
I agree about contacts. I think there should be a whole page set aside for them, and will work on this for version 8 or 9. Any suggestions on what to include in this sheet are much appreciated. Yes, skills dont have an attribute column. There is no place to mark off used ammo. These are cosmetics on the CharSheet. Its not that I do not want to improve the CharSheet, I just need inspiration. How would you like to see marked off ammo recorded on the sheet? Does anybody else want an attribute column on skills? Personally I don't have any trouble remembering which attribute is linked to which skill seeing as they are fairly sensibly assigned, so that always seemed like a waste of space to me. I can change the formatted sheet though, if enough in the community are interested in it. Also, I never mark ammo off on my char sheet... its a sacred sheet that shouldnt be scribbled on. I have yellow sticky notepads for junk like that. Again, if enough are interested in this I will look into it. Personally I would like to see CharSheet style areas for all of the details of a character sheet. Rather than dumping all of those into the Character generator, I would like to get the save to text file option working, then start a new project for formatted character sheet design which can import characters from any generator, not just this one. See the discussion on Standardized Character Formatting The name on the version I used was: SR4Chargen_Upgraded_Beta6.xls The time stamp for the file was Thursday, October 23, 2008, 11:03:00 PM The CZ120 error is just showing up on the first row (Columns DEF on Charsheet) of the ranged weapons table, I added another CZ and it showed up as Light pistol. It was also showing up numbers for SMGs, Assault rifles and so on. The minute I've updated skills and stats on my characters I tend to reprint them, so scribbling all over them is not such a big deal for me. The character sheet I use for myself has a sheet listing skills and attributes, edges, flaws and augmentations, a sheet specifically designed for combat (ammo tracking and damage tracking are on this sheet.), a sheet for the PAN, a sheet for the vehicles, a sheet for contacts and a sheet for character notes and it is in excel. While I'm thinking it could easily be meshed (via internal links) with the character generator you're working on, other formats would have some difficulty(Mac users in particular). I uploaded a copy of what I have here: http://www.mediafire.com/?myuhdb7yjfb |
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Nov 3 2008, 08:27 PM
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#154
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Moving Target Group: Members Posts: 943 Joined: 24-January 04 From: MO Member No.: 6,014 |
See the earlier discussion on attribute raising in this sheet. When you enter a value, that is your desired attribute base, before modifying it by race. If you set it to 2 edge for troll, your modified edge is 2. If you set it to 2 on human, who get +1 racial modfier on edge, it will be 3, and you will pay the cost of raising it from 2 to 3 (instead of 1 to 2). If you have a different suggestion for how the sheet should work, please provide a mock up of agility on a new spreadsheet, and allow the user to select troll/elf/human. If it works better than the one Arturkis created, I will gladly use it in the next version of the spreadsheet. Actually, I checked it over and realized the attributes were off. I tweaked many of the functions here and it is now working properly in 7 for races with racial modifiers less than -1. |
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Nov 3 2008, 10:23 PM
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#155
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Moving Target Group: Members Posts: 943 Joined: 24-January 04 From: MO Member No.: 6,014 |
Two minor ones for you DK... for weapon mods, if you select "Additional Clip", it changes the ammo to 75% of the original capacity, regardless of the weapon type. According to Arsenal, only pistols are reduced to 75% original clip capacity, all other firearms remain at the same size, then doubled. Keen insight. Indeed the Additional clip needs to only lose capacity for pistols. I changed the datapage to have a pistol and non-pistol version of the Additional Clip mod. I do not double clip sizes... they stay the same, with a note at the bottom that it has two clips. QUOTE Also, for the cost of a custom weapon, anytime you select an option that has a cost of "weapon cost" the spreadsheet adds in double the weapons cost for that mod. Astute observation. The formulas were correct but the data page was not. Corrected in 7. |
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Nov 3 2008, 10:30 PM
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#156
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Moving Target Group: Members Posts: 943 Joined: 24-January 04 From: MO Member No.: 6,014 |
Also, it doesn't seem to be raising a proper red (yellow?) flag for stat expenditure. It's a raising a flag after 375 (half of 750) properly but it should be flagging at more than 375+double the race's BP cost Negative Cabral. Epic perception failure! Since the attributes are totaled separately from the race the limit should stay at 375. QUOTE Would you mind taking time to explain some of your optional rule flags? Standard_Races_Cost appears to be a calculated field based on the other fields. Other_Races_Free Standard_Races_Normal_Cost Standard_Races_Reduced_Cost Standard_Races_Free Sure. Standard Races Cost is calculated, you are correct. This field is then multiplied against the BP cost of the race to determine the karma cost. Basically there are 3 options for standard races karma cost. It can be normal, which means it follows the standard 2xbp cost. There is reduced, which is 1xbp cost. And then there is Free, or 'Standard Races Cost' = 0. Other Races are handled seperatly from standard races. In one of the gaming groups I designed this sheet for, they have reduced cost for standard races, and full cost (2xbp) for non-standard with the karma system. I programmed this seperation into the sheet to serve their house rules. You can simply rename the fields to TRUE or FALSE to manipulate them. I should probably highlight them in blue or something. QUOTE Edit: Something I've done on my copy is grouped skills by skill group so that you can easily see what skill is part of which skill group. [ Spoiler ] Great idea! I think I will copy the data straight out of this post and use it in the sheet. Thanks for the suggestion! edit: By the way, anyone copying/pasting in their skills from an old sheet is going to need to add two spaces in front of any skill names that are part of a group, as I am using spaces in the name for indenting as above. So much more readable! QUOTE Edit2: Also looks like Fangs et al as cyberlimb implants (ie, capacity) was skipped. I added a cyberlimbs implant category for skull and added fangs, horns and hair after our previous penile discussion. |
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Nov 4 2008, 03:33 AM
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#157
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Target Group: Members Posts: 30 Joined: 17-March 05 From: Who ordered the pizza? Member No.: 7,184 |
Interestingly, Mysterious Implant was left out of the negative qualities. Apparently, I can add it myself, but I wasn't sure if this was by design or simply an oversight.
Very awesome work, though! |
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Nov 4 2008, 06:56 AM
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#158
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Moving Target Group: Members Posts: 129 Joined: 28-October 07 Member No.: 13,928 |
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Nov 4 2008, 11:32 AM
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#159
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Moving Target Group: Members Posts: 734 Joined: 30-August 05 Member No.: 7,646 |
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Nov 4 2008, 07:19 PM
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#160
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Moving Target Group: Members Posts: 943 Joined: 24-January 04 From: MO Member No.: 6,014 |
How mysterious. Lol, cheesy ... and I like it!In standard Karma Build. There is no Racial cost. See step 1 and Step 3 on page 42, RC I believe you are experiencing a chain of botched perception rolls here. Race cost is free if you set it to free. This sheet is built to serve the community and therefore is engineered to handle different house rules, which you can decide on. Please see my discussion on the optional rules and TRUE/FALSE switches just a few posts ago. |
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Nov 4 2008, 08:07 PM
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#161
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Moving Target Group: Members Posts: 129 Joined: 28-October 07 Member No.: 13,928 |
I believe you are experiencing a chain of botched perception rolls here. Race cost is free if you set it to free. This sheet is built to serve the community and therefore is engineered to handle different house rules, which you can decide on. Please see my discussion on the optional rules and TRUE/FALSE switches just a few posts ago. He does have a point. By RAW, race costs are free. You probably should just make that toggled to true by default, and then people can uncheck it based on house rules. |
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Nov 4 2008, 11:20 PM
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#162
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Target Group: Members Posts: 5 Joined: 3-October 08 Member No.: 16,408 |
No, I think, what he wants to point out is the following:
As RAW state, race costs are free - and your maximum Karma spent on attributes during creation is half the Krma you have PLUS twice the BP-Cost of your race as it WOULD cost, if it weren't free. Hope, I got it as it is to be. =) |
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Nov 5 2008, 02:25 AM
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#163
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Moving Target Group: Members Posts: 734 Joined: 30-August 05 Member No.: 7,646 |
Mishra has it.
Please see my discussion on the optional rules and TRUE/FALSE switches just a few posts ago. I think you are referring to This Post, if not could you direct me to the post in question? If so, it does not clearly state how to achieve a "RAW" state in the spreadsheet. (I always say understand the RAW and houserule from there, so I'd like to know how RAW works in this sheet before I let the monkeys loose (IMG:style_emoticons/default/grinbig.gif) ) |
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Nov 5 2008, 03:52 PM
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#164
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Moving Target Group: Members Posts: 943 Joined: 24-January 04 From: MO Member No.: 6,014 |
Well it seems it took a team effort, but finally I have seen the light. The limit on attributes in there so that Trolls with giant minimum attributes, who are going to be paying up the wazoo to raise their attributes, are allowed to spend more karma on attributes. It totally makes sense, but I just wasnt going to grasp it until:
QUOTE PLUS twice the BP-Cost of your race as it WOULD cost, if it weren't free. Alright, fixed with Beta 7. Thanks for your persistence in enlightening me Cabral. It seems I am the one who has rolled badly (or maybe my Logic attribute is junk). |
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Nov 5 2008, 07:08 PM
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#165
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Target Group: Members Posts: 11 Joined: 20-April 07 Member No.: 11,502 |
DamienKnight.
I love what you have done with the sheet. I have only run into one major issue at the moment with using it, and I know it has to do with the version of Excel I am using. In Excel 2007 when I open the file I get the following message QUOTE Excel has detected that this file contains labels in formulas. These are no longer supported in Excel 2007 and will be replaced with cell refrences. Your formulas will continue to work correctly. You cannot undo this change. Do you wnat to continue? If I click on NO, Excel closes the document. If I click on YES it converts the document and the following things I have noticed. Optional Rules checkboxes are gone but has the text there. If you Type the correct text value it still works but it doesn't look as pretty. The Resources drop down list is empty. This may not be related but I just wanted to make it known. Once the macros are enabled the text in the optional rules box vanishes, Other bug But not related to this is There are only 4 levels to Martial Artist not 7. Unless this is some house rule that I have not seen. If you do not have access to Excell 2007 I will be glad to try and help with fixing the sheet but I will admit that I don't know excel that well and may be asking some questions for coding help. |
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