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#1551
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Target ![]() Group: Members Posts: 91 Joined: 6-July 10 Member No.: 18,795 ![]() |
Just please fix the printing; I can only print "sheet 3", and none of the supplemental sheets.
Also, there are formatting errors on sheet 3 - the commlink boxes are not all merged, and the lifestyle/docwagon does not update. Easy to fix (I already corrected them on my copy) but just want to make sure you are aware. If it matters, I am using Open Office. |
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#1552
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Moving Target ![]() ![]() Group: Members Posts: 944 Joined: 24-January 04 From: MO Member No.: 6,014 ![]() |
Just please fix the printing; I can only print "sheet 3", and none of the supplemental sheets. Also, there are formatting errors on sheet 3 - the commlink boxes are not all merged, and the lifestyle/docwagon does not update. Easy to fix (I already corrected them on my copy) but just want to make sure you are aware. If it matters, I am using Open Office. Lifestyles are fixed in sheet 3 on version L. I am not experiencing any issues with commlinks on L, though I dont recall fixing it. |
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#1553
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Moving Target ![]() ![]() Group: Members Posts: 944 Joined: 24-January 04 From: MO Member No.: 6,014 ![]() |
...none of it stacked with the Guardian's integral recoil comp....both of the Ingram SuperMach 100 entries have their integral RC 3 mentioned in their notes but not included in their RC calculation.) There are two ways the sheet tracks a weapons default recoil... a recoil value in the weapons table, and a seperate table which lists only weapons with default recoil, and it breaks it down into the recoil type. It seems that since I missed the recoil in the Guardians description, when I was creating the table with default recoil breakdown I left the guardian out. Added the guardian and ingram supermach to the table, they should now stack properly with modded recoil. Please note that according to the book, the supermach cannot mount barrel or underbarrel accessories. Also, many of the weapons with large amounts of integral recoil are incompatible with ANY modifications to the weapon. Thats allready in as a optional rule in the options tab, dont know why its in as optional but its there. Also tho answer your first guestion, thats most likely a house rule of his. Metavariants should be able to select Metagenetic traits. There was a dispute over this, so a custom rule was added 'Metavarients Surge House Rule' which allows this to be option. Some GMs did not want Metavarients selecting SURGE powers without the SURGE quality. Yeah is house rules overide every thing. Some aren't even optional. Could you elaborate? I am unable to understand your statement Dumori. Could it be possible to get Neoteny as availebul quality to those infected with immunity(age) Good idea! Added this option in version L. For those who care how I did it: [ Spoiler ] It would rock if you could put custom qualities in. Printed character sheets: I love this feature to death, but I noticed a few small problems with my version. First and foremost, the programs, magic, cyberware, complex forms all goes in one square. This means that if you have a ton of programs and cyberware on the side, you often lose text. I think a good solution for this would be a side page for programs (or cyberware) like you have for the Mage. Less clutter, more likely to not lose text without having to tweak the sheet. On the same topic, while there is a pet section I'm not seeing a pet print sheet, which can probably be dealt with in a similar fashion to the vehicle sheet. Further, on character sheet 1 and 2 it correctly identifies what lifestyle has been bought and what Docwagon contract you have. All others automatically say Luxury 1 month and Basic Docwagon. You can add custom qualities to the Qualities_Data sheet. I will put in a few blanks at the end of each section to make inserting these easier. There is ALOT of data potentially going in to the Dynamic box in the charsheets. One way to save space is to get all non-hacking programs at the same rating, as the sheet will detect it and summarize. It does the same for hacking programs. Custom programs will always be listed separately. I am thinking about putting a check box next to the charsheets which lets you select what types of data goes into the Multi-purpose box. As far as pets go, I have had good luck just printing them directly from the Pets page. Change your orientation to Landscape, select the area you want to print and then select 'Print Selection'. Make sure to print in greyscale, or the cell highlighting will eat up your ink cartridges. I have a hard time creating a whole new printable sheet for these when printing from the Pets page works so well! |
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#1554
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Moving Target ![]() ![]() Group: Members Posts: 106 Joined: 27-March 10 From: California Member No.: 18,371 ![]() |
Please note that according to the book, the supermach cannot mount barrel or underbarrel accessories. Also, many of the weapons with large amounts of integral recoil are incompatible with ANY modifications to the weapon. Yeah, I'm aware. I was mostly sanity-checking myself by putting the exact same modifications on things to see if the math in the spreadsheet worked, rather than to build a rules-compatible weapon. No hard feelings for the massive rules-lawyering and book-citing on my part? |
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#1555
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,803 Joined: 3-February 08 From: Finland Member No.: 15,628 ![]() |
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#1556
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Moving Target ![]() ![]() Group: Members Posts: 944 Joined: 24-January 04 From: MO Member No.: 6,014 ![]() |
Yeah, I'm aware. I was mostly sanity-checking myself by putting the exact same modifications on things to see if the math in the spreadsheet worked, rather than to build a rules-compatible weapon. No hard feelings for the massive rules-lawyering and book-citing on my part? I am glad you pulled up the rules. Only one of my characters uses guns, and he has a Colt Assault rifle. The colt's integral recoil comp is described as a gas venting system, so it is incompatible with other Gas Vent systems. Somehow I had extrapolated that in my mind to mean all integral recoil comp was incompatible with gas vents. In fact most integral recoil is not from gas vents, so it should be perfectly compatible with them... assuming the weapon can accept upgrades. Dont be afraid to point out when I am wrong. It happens alot. "It is unwise to be too sure of one's own wisdom. It is healthy to be reminded that the strongest might weaken and the wisest might err." -Ghandi Cool, thanks and that is a little more elecant way to do it. When I saw your post, I was glad to see people were taking a crack at modifying the sheet themselves. I showed the way I did it so you could see how I designed the sheet. I love finding better ways of doing things, so please share if you find a way to add something or improve on something already there. I was just testing changing one of my character to a Ghoul using the Character Generators post creation infection system. It seems it calculates stat boosts correctly, but it was gimping out on stat loss. Corrected this in version L. What this means is that if you character becomes infected after character creation, just put the 'x' in the box next to where you select the infection type, and the sheet will calculate your modified stats based for you, without bunging up your karma spent (as it would do if you added infection without this feature, which would cause the sheet to treat your stats as though you started infected.) |
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#1557
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Moving Target ![]() ![]() Group: Members Posts: 106 Joined: 27-March 10 From: California Member No.: 18,371 ![]() |
I am glad you pulled up the rules. Only one of my characters uses guns, and he has a Colt Assault rifle. The colt's integral recoil comp is described as a gas venting system, so it is incompatible with other Gas Vent systems. Somehow I had extrapolated that in my mind to mean all integral recoil comp was incompatible with gas vents. In fact most integral recoil is not from gas vents, so it should be perfectly compatible with them... assuming the weapon can accept upgrades. Dont be afraid to point out when I am wrong. It happens alot. "It is unwise to be too sure of one's own wisdom. It is healthy to be reminded that the strongest might weaken and the wisest might err." -Ghandi Hooray, teamwork! Or something. I'm not sure, I'm loaded on too much caffeine right now and poking at version K to keep myself from doing anything more destructive. More things I've found on the weapons sheet.
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#1558
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,803 Joined: 3-February 08 From: Finland Member No.: 15,628 ![]() |
When I saw your post, I was glad to see people were taking a crack at modifying the sheet themselves. I showed the way I did it so you could see how I designed the sheet. I love finding better ways of doing things, so please share if you find a way to add something or improve on something already there. Well even thought i kinda stated out the way you ended up doing it, it was Spellbinder who actually made that change in to cheat in an atleast semi elecantly. Me, i pretty much brute forced it and just allowed it to all infested in that particular copy of the sheet that i actually needid it. (IMG:style_emoticons/default/embarrassed.gif) And really thats one of those features 99% of the people using the sheet will never need. But dicking around with the sheet and seeing how you have done different function of it is making me understand little by little how to make it do what i want. Where does your =modWalk and =modRun function pull those values from? I was trying to change it so that critt, br would show correct moving speeds in the charsheet and also shapeshifters but couldn't find those values anywhere. |
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#1559
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Moving Target ![]() ![]() Group: Members Posts: 125 Joined: 21-March 10 From: Denver, CO Member No.: 18,325 ![]() |
I think the idea is if you have a Sling, you can store the weapon in places that won't make clothing bulge as much. But I could be wrong. |
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#1560
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Moving Target ![]() ![]() Group: Members Posts: 106 Joined: 27-March 10 From: California Member No.: 18,371 ![]() |
I think the idea is if you have a Sling, you can store the weapon in places that won't make clothing bulge as much. But I could be wrong. Or at least in ways that wouldn't make clothing bulge as noticably; after all, you're still tucking away a shotgun/assault rifle under your coat. Still doesn't quite explain why the concealability modifier is going up on the spreadsheet instead of down. ;) |
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#1561
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Moving Target ![]() ![]() Group: Members Posts: 944 Joined: 24-January 04 From: MO Member No.: 6,014 ![]() |
Or at least in ways that wouldn't make clothing bulge as noticably; after all, you're still tucking away a shotgun/assault rifle under your coat. Still doesn't quite explain why the concealability modifier is going up on the spreadsheet instead of down. (IMG:style_emoticons/default/wink.gif) Changed the 'Optional Conceal' value of the Sling mod from 2 to -1. This is tracked on the Gear_Data page. Where does your =modWalk and =modRun function pull those values from? I was trying to change it so that critt, br would show correct moving speeds in the charsheet and also shapeshifters but couldn't find those values anywhere. modWalk and modRun are tracked on the Misc_Data page, in column BX (called 'Variables'). It is based off your 'Base_Race' quality, multiplied by Celerity if need be. That reminds me, I need to factor Adiposis in to that formula... |
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#1562
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,803 Joined: 3-February 08 From: Finland Member No.: 15,628 ![]() |
modWalk and modRun are tracked on the Misc_Data page, in column BX (called 'Variables'). Thanks, found them. Here's new funtions for those that also show correct walking/running speeds for sapient critters modWalk: =IF(Base_Race="Dwarf";8;IF(ELSE(Base_Race="Elf";Base_Race="Human";Base_Race="Ork";Base_Race="Spirit");10;IF(ELSE(Base_Race="Centaur");20;IF(ELSE(Base_Race="Naga");5;IF(ELSE(Base_Race="Pixie");1;15))*IF(34:34;1,5;1)))) modRun: =IF(Base_Race="Dwarf";20;IF(ELSE(Base_Race="Elf";Base_Race="Human";Base_Race="Ork";Base_Race="Spirit");25;IF(ELSE(Base_Race="Centaur");100;IF(ELSE(Base_Race="Naga");20;IF(ELSE(Base_Race="Pixie");4;35))*ELSE(34:34;1,5;1)))) Also requiers that you give Centaur,Naga and Pixie their own base race types in the race tab. Only problem this coused is that centaurs running speed doesn't fit into charcheets as its 3 numbers. |
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#1563
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Moving Target ![]() ![]() Group: Members Posts: 944 Joined: 24-January 04 From: MO Member No.: 6,014 ![]() |
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#1564
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Target ![]() Group: Members Posts: 10 Joined: 3-April 07 From: Raleigh, NC Member No.: 11,368 ![]() |
Maybe this bug has been mentioned (or maybe I'm just nuts)
the Free_Knowledge_BP formula from Misc_Data!$CC$9 is multiplying by 6. Shouldn't that be a 3? Formula from the core is (Intuition + Logic) * 3 right? otherwise, huge thank you for this sheet. It's made character creation so much more pleasant! |
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#1565
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,190 Joined: 31-May 09 From: London, UK Member No.: 17,229 ![]() |
It's because your formula gives the number of free knowledge points. The sheet gives free BP instead, and one knowledge point costs 2 BP.
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#1566
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ghostrider ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 ![]() |
Unless I'm totally missing something, it's messing up with the Knowledge Skill point calcs in general. You get 3(Logic + Intuition) points free for purchasing knowledge skills. Yet, when I just started grabbing my knowledge skills after getting to a 400pt build, it is charging me as though I don't get any freebs at all.
So it's showing me "36" free (since it's counting it as BPs), and I'm getting the Yellow/Red warning in the BP total box the instant I spend any. In fact, after I realized this, I went back and realized that it had charged me 4 from my main BP total when I chose a language skill early on. So at 400 BP according to the total box, I still had 4BP to spend on the character before knowledge/language skill points. Still, awesome sheet. edit: Also just discovered that the sheet doesn't seem to recognize cyber melee weapons as weapons, and doesn't add them to melee weapons on the printed sheet. (At least when it's the spur, I didn't check the others.) |
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#1567
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,803 Joined: 3-February 08 From: Finland Member No.: 15,628 ![]() |
Is that written in Open Office Formula? In excel 2003 that translates to this: I think my work labtop had an excell 2007. Is the only difference that my funktion has semi colons[;] instead of colons[,], if so thats actually most likely becouse im using finnish langue excell. Have to remember to change the semi colon to colons next time im translating a funktion. (IMG:style_emoticons/default/wink.gif) Do you think it would be possible to get it to also so the other movment speed like pixie fying speed, maybe like tis for pixies: 1(20)/4(50) |
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#1568
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Moving Target ![]() ![]() Group: Members Posts: 106 Joined: 27-March 10 From: California Member No.: 18,371 ![]() |
Also just discovered that the sheet doesn't seem to recognize cyber melee weapons as weapons, and doesn't add them to melee weapons on the printed sheet. (At least when it's the spur, I didn't check the others.) You have to select those on the weapons sheet after you purchase them on the cyberware/cyberlimb sheet. It won't double the cost or essence or anything like that, it's just a kludge. |
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#1569
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Moving Target ![]() ![]() Group: Members Posts: 944 Joined: 24-January 04 From: MO Member No.: 6,014 ![]() |
I think my work labtop had an excell 2007. Is the only difference that my funktion has semi colons[;] instead of colons[,], if so thats actually most likely becouse im using finnish langue excell. It also had a plethora of 'ELSE' statements, some used where 2003 required nothing, and some where 'OR' was appropriate. |
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#1570
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,803 Joined: 3-February 08 From: Finland Member No.: 15,628 ![]() |
It also had a plethora of 'ELSE' statements, some used where 2003 required nothing, and some where 'OR' was appropriate. Damm, that too is a translation error by me, i dont even know why i changed them to ELSE becouse OR is actually correct translation (IMG:style_emoticons/default/embarrassed.gif) (IMG:style_emoticons/default/frown.gif) Well maybe i translate the next function correctly (IMG:style_emoticons/default/wink.gif) Atlest i got you the requisite numbers for easy reference (IMG:style_emoticons/default/biggrin.gif) |
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#1571
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Moving Target ![]() ![]() Group: Members Posts: 302 Joined: 11-May 10 From: Hamilton, Ontario, Canada Member No.: 18,569 ![]() |
Any word on when we're going to see version L? It seems like there's been so many bug fixes since K that just an update with that alone would be very much worthwhile.
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#1572
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Target ![]() Group: New Member Probation Posts: 4 Joined: 9-August 10 Member No.: 18,909 ![]() |
Hey all,
new to the forum, came here because a friend who runs our SR4 campaign gave me this wonderful sheet. I do use the sheet in 2007, but the only complaint 2007 had was that there was use of labels and that they would be replaced by cell references without harming the workings of the formulas. Could this be the cause (if so, i will hunt down a 2003 version at work and install that to use the sheet in 2003). EDIT: okay, i am a dope... getting full arm replacements (obvious or not) removes the effect of the muscle toning obviously. I also run into the same thing as eidolon, knowledge freebees are not calculated. Not very much a problem, but kinda wonky. Also, when you exceed the knowledge freebie level, it colors green instead of yellow (nothing harming, but it doesn't follow the pretty color coding (IMG:style_emoticons/default/smile.gif) This post has been edited by Bazzek: Aug 9 2010, 09:03 AM |
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#1573
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,803 Joined: 3-February 08 From: Finland Member No.: 15,628 ![]() |
EDIT: okay, i am a dope... getting full arm replacements (obvious or not) removes the effect of the muscle toning obviously. It doesn't really remove it, the sheet just automatically calculates the avaraged atributes values, just raise the agility of that arm to same or higher then your augmented agility and you once again get the full benefits of that muchle toner. |
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#1574
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Moving Target ![]() ![]() Group: Members Posts: 944 Joined: 24-January 04 From: MO Member No.: 6,014 ![]() |
It doesn't really remove it, the sheet just automatically calculates the avaraged atributes values, just raise the agility of that arm to same or higher then your augmented agility and you once again get the full benefits of that muchle toner. Exactly. The sheet calculates each arm, leg, and torso stats seperately. For example: You have base str of 3. You get muscle toner 2, raising your str to 5. You get an arm replaced, and it starts with a str of 3. Now your average str reported on the sheet is 4. Finally, you save the creds and get the arm tweaked, now boosting it to a STR of 6. Your average str on the sheet goes back up to 5, and where the arm is listed on the sheet, it shows its str is 6. I suggest using the houserule setting where full body cyberware costs/essence is reduced when you get limbs. If you have two cyberarms, that bone lacing and muscle toner will require less wares to get, and take less time installing, so should cost you a bit less essence at nuyen. |
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#1575
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,190 Joined: 31-May 09 From: London, UK Member No.: 17,229 ![]() |
I have problems with the Infected: the sheet makes them all start with Magic 2 and Essence 6 for the ones with Essence loss.
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Lo-Fi Version | Time is now: 27th August 2025 - 04:58 PM |
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