IPB
X   Site Message
(Message will auto close in 2 seconds)

Welcome Guest ( Log In | Register )

98 Pages V  « < 77 78 79 80 81 > »   
Reply to this topicStart new topic
> Upgraded Character Generator, Updated Generator Based on work from Autarkis and Blakkie
Wizard_Thoarin
post Mar 28 2011, 01:35 AM
Post #1951


Target
*

Group: Members
Posts: 86
Joined: 2-November 10
From: California Free State
Member No.: 19,144



So then, is the best way to quickly move a character from one version to the next to open the two versions side by side and cut and past from one to the other or is it best to rebuild the character from the ground each time? I'm hoping cutting and pasting the majority of the info would be best... I'm assuming that would be easy for base characters still in the Build Point stage, but what about characters that have advanced a bit or a lot?

Thanks for the quick reply,
Go to the top of the page
 
+Quote Post
SpellBinder
post Mar 28 2011, 03:03 AM
Post #1952


Neophyte Runner
*****

Group: Members
Posts: 2,351
Joined: 19-September 09
From: Behind the shadows of the Resonance
Member No.: 17,653



Copying over from an older to a newer is what I tend to do for some character sheets I have, particularly if the sheet has been expanded to cover an area the character makes use of (like the now resolved Adapsin issue).

Now, if you're going to do a copy and paste I'd advise that when you paste you right-click and choose "Paste Special...", choose the option "Values", then "Okay". This way the data validation and all that lets the sheet work remains intact. Should work relatively fine for all sheets, including the karma log. Just don't try to copy across columns where merged cells are involved, I keep getting a message about the size and shape not matching and it won't paste (i.e., paste your list of skills alone, then the BP/Karma ranks next; same for contacts, your list of contacts alone, then Loyalty & Connection can be done together).
Go to the top of the page
 
+Quote Post
ravensoracle
post Mar 29 2011, 05:07 PM
Post #1953


Moving Target
**

Group: Members
Posts: 514
Joined: 31-July 08
From: Midwest, USA ~50mi NW of B.F.E.
Member No.: 16,184



In the n version I have found that I am getting an additional +4 to Body when I choose Orc and Ghoul together and enter a value. The base is set to 8 but when I select that I get a Body of 12.

Go to the top of the page
 
+Quote Post
Draco18s
post Mar 29 2011, 05:31 PM
Post #1954


Immortal Elf
**********

Group: Members
Posts: 10,289
Joined: 2-October 08
Member No.: 16,392



QUOTE (ravensoracle @ Mar 29 2011, 12:07 PM) *
In the n version I have found that I am getting an additional +4 to Body when I choose Orc and Ghoul together and enter a value. The base is set to 8 but when I select that I get a Body of 12.


Uh, yeah? Racial mods happen after the "base" value. Orcs have +2 and Ghouls have +2 (IIRC).
The "8" is how much you're buying with BP/Karma.
Go to the top of the page
 
+Quote Post
DamienKnight
post Mar 30 2011, 02:02 PM
Post #1955


Moving Target
**

Group: Members
Posts: 943
Joined: 24-January 04
From: MO
Member No.: 6,014



QUOTE (Draco18s @ Mar 29 2011, 12:31 PM) *
Uh, yeah? Racial mods happen after the "base" value. Orcs have +2 and Ghouls have +2 (IIRC).
The "8" is how much you're buying with BP/Karma.


Nope, the sheet is f'ed up on Infected attributes it seems.


Currently, it only works correctly if you are a character that became infected AFTER character creation (marked an 'x' in the cell after your infected type on Main_Sheet).

If you begin infected, the infected attributes are applying TWICE. Bleh.

Fixed in version o.

If you are so inclined, you can fix version n:

For cells r3:r11 near the end of the formula there is a '+infectionBodyBonus' or '+infectionAgilityBonus' etc.

Just wrap that bonus in an if statement.

Go from this:
CODE
=IF(afterBody<>"",afterBody,MAX(Final_Body_Min,MAX(bpBody,karmaBody)+infectionBodyBonus))


To This:
CODE
=IF(afterBody<>"",afterBody,MAX(Final_Body_Min,MAX(bpBody,karmaBody)+IF(New_Infected,infectionBodyBonus,0)))
Go to the top of the page
 
+Quote Post
Socinus
post Mar 31 2011, 06:09 AM
Post #1956


Moving Target
**

Group: Members
Posts: 582
Joined: 13-April 08
Member No.: 15,881



Quick question, where did the Altmayr SP in the Longarms -> Weapons section come from? I've tried to find it in the sourcebooks but I cant seem to pin it down
Go to the top of the page
 
+Quote Post
Dakka Dakka
post Mar 31 2011, 06:15 AM
Post #1957


Prime Runner
*******

Group: Members
Posts: 3,507
Joined: 11-November 08
Member No.: 16,582



Arsenal 2070 i.e. the German Edition of Arsenal. There are several other additions from that book. Unfortunately the German extra content was never released digitally in English as the original plan was,
Go to the top of the page
 
+Quote Post
Tyro
post Mar 31 2011, 09:03 AM
Post #1958


Shooting Target
****

Group: Members
Posts: 1,768
Joined: 31-October 08
From: Redmond (Yes, really)
Member No.: 16,558



QUOTE (Dakka Dakka @ Mar 30 2011, 11:15 PM) *
Arsenal 2070 i.e. the German Edition of Arsenal. There are several other additions from that book. Unfortunately the German extra content was never released digitally in English as the original plan was,

For which I am very pissed. I ~two blocks from the frelling City of Seattle north border and people in Germany have better books!
Go to the top of the page
 
+Quote Post
Dakka Dakka
post Mar 31 2011, 09:41 AM
Post #1959


Prime Runner
*******

Group: Members
Posts: 3,507
Joined: 11-November 08
Member No.: 16,582



Books with more stuff in them i can agree on, but better not so much.
Go to the top of the page
 
+Quote Post
Tyro
post Mar 31 2011, 08:04 PM
Post #1960


Shooting Target
****

Group: Members
Posts: 1,768
Joined: 31-October 08
From: Redmond (Yes, really)
Member No.: 16,558



QUOTE (Dakka Dakka @ Mar 31 2011, 02:41 AM) *
Books with more stuff in them i can agree on, but better not so much.

They got the Karmagen errata. That alone is enough to be pissed about.
Go to the top of the page
 
+Quote Post
Wizard_Thoarin
post Apr 1 2011, 05:22 PM
Post #1961


Target
*

Group: Members
Posts: 86
Joined: 2-November 10
From: California Free State
Member No.: 19,144



Out of curiosity, on vehicles and drones, I'm trying to recreate the SR4a Drone Rigger which lists some vehicles and drones with specific ratings for its software, but it appears to me anyway that the ratings on the Drone Riggers commlink is being used to set some of the stats. As an example:

SR4a page 101 Drone Rigger:
GMC Bulldog Step Van (Pilot 4, Signal 4, Firewall 4, Response 4, Rigger Adaptation)
Transys Avalon Commlink (with Response 5, Signal 5, Firewall 5, System 5, and Sim Module with Hot Sim modification)

Now Pilot, Response, and Signal were editable and I set those just fine, but the Firewall rating was not and was set at 5 which is what the modified commlink of the Drone Rigger has. It also looks like ECCM and Encrypt may be set by the program ratings for those that are in the Commlink. So, am I missing something? Or should those stats be editable and not pulled from the rigger's commlink? Or is there some Errata I'm missing that corrects whats listed in SR4a?

To me anyway, the Drone Rigger's vehicle and some of his drones are a little easier to hack then his commlink. And it probably should be that way, at least according to the way the Drone Rigger is written for a starting character.

Another quick question about vehicles/drones... Where do you put in the Rigger Adaptation? Or do you just list that under the generic "Other Notes"?
Go to the top of the page
 
+Quote Post
SpellBinder
post Apr 1 2011, 06:54 PM
Post #1962


Neophyte Runner
*****

Group: Members
Posts: 2,351
Joined: 19-September 09
From: Behind the shadows of the Resonance
Member No.: 17,653



I always figured that DK had it set so the Firewall and programs would be cracked and copied from the commlink to the drones. I'd expect most smart riggers worth their salt are going to that to ensure their drones are well protected against hacking.

And mind that the archtypes in the core book aren't always the best laid out.

On the question of the Rigger Adaption, it's in the list of vehicle mods (right above the two for the Rigger Cocoon). Just don't forget that drones have that mod automatically.
Go to the top of the page
 
+Quote Post
DamienKnight
post Apr 1 2011, 09:29 PM
Post #1963


Moving Target
**

Group: Members
Posts: 943
Joined: 24-January 04
From: MO
Member No.: 6,014



QUOTE (SpellBinder @ Apr 1 2011, 01:54 PM) *
I always figured that DK had it set so the Firewall and programs would be cracked and copied from the commlink to the drones. I'd expect most smart riggers worth their salt are going to that to ensure their drones are well protected against hacking.

And mind that the archtypes in the core book aren't always the best laid out.

On the question of the Rigger Adaption, it's in the list of vehicle mods (right above the two for the Rigger Cocoon). Just don't forget that drones have that mod automatically.


This is correct. The page assumes the runner aquires 1 legal copy of software (purchased on the comlink page) so they do not have to worry about degradation/patching.

See unwired p.94 for piracy rules. Basically a noob with a 3 attribute and 1 skill can break copy protection on ANY program in less than a day. Skilled hackers will accomplish this in a matter of hours.

The effort required to copy software is MINIMAL. You have to break copy protection on software once, then you can make as many copys of it as you want. Many parts of the software on a drone are unique to that drone, so they wont be copyable to a different type of drone, but the sheet doesnt make you buy software twice otherwise.

Since all of the copies suffer from degredation, it is assumed that any hacking character is expected to spend a few hours per legal copy of software unlocking the program.

Honestly, when you use legal software it leaves a trail to your SIN, so even if you only need 1 copy of your program, you want to buy a legal copy, then break the copy protection and copy it, and only actually ever use the pirated copy.

This is for simplicities sake. If you want to micromanage every hour of your hacker's month, and track every copy of every program he uses, you should probably keep a seperate sheet to track your software. Its not worth the headache in my opinion.

Now if I ever found some rare unattainable software, then I might go through the trouble of patching myself, because you cannot get a legal copy so you have to manually compensate for degredation, but that is a rare case, and doesnt need to be tracked on the sheet, but on your calendar.
Go to the top of the page
 
+Quote Post
Wizard_Thoarin
post Apr 2 2011, 05:04 AM
Post #1964


Target
*

Group: Members
Posts: 86
Joined: 2-November 10
From: California Free State
Member No.: 19,144



OK, I understand and I don't have a problem allowing a character to hack his software before the start of a campaign just as I don't have a problem allowing a magic character to roll for binding one or two spirits before the start of a game.

It might be nice to have an instructions page with a text box full of instructions or common questions/answers though. I think it would help those of us that are still learning the sheet and its full capabilities. Or else some more tool tips in the appropriate places. Although, I may just be over looking some of those.

Thanks,
Go to the top of the page
 
+Quote Post
Dakka Dakka
post Apr 3 2011, 10:32 AM
Post #1965


Prime Runner
*******

Group: Members
Posts: 3,507
Joined: 11-November 08
Member No.: 16,582



While playing around with an augmented character I found that the condition monitor and overflow boxes are not correctly calculated, if the character has the Suprathyroid Gland. this is one of the few augmentations that actually raises the BOD attribute. This includes all aspects of it, including more Physical Damage boxes and Overflow.

The character in question had a natural BOD of 6 and the Suprathyroid Gland. this should give him 8+(Round Up(7/2))=12 Boxes and 7 Overflow Boxes. The CharSheet shows 11 and 6 respectively.

[Edit1]Oh and the Essence in the Attribute section of CharSheet should be rounded up to the next integer for the rare cases where you use it in a test.[/Edit1]

[Edit2]The change in the Walking/Running ratefrom the metagenic Quality Celerity does not show up on CharSheet, nor does the one from Raptor legs. I can't even find the Cell ModWalk to which the CharSheet refers.[/Edit2]
Go to the top of the page
 
+Quote Post
SpellBinder
post Apr 3 2011, 06:33 PM
Post #1966


Neophyte Runner
*****

Group: Members
Posts: 2,351
Joined: 19-September 09
From: Behind the shadows of the Resonance
Member No.: 17,653



The movement issue is in a hidden sheet, Misc_Data. There's a double issue with the celerity showing up, one is that the cell for celerity isn't being called on properly ("35:35" instead of "CB35"), and two is that the cells that calculate the speed have a few closing parentheses in the wrong place. Oddly enough, I think this will also fix an apparent issue with adiposis. Did also figure a way to get the Raptor legs to count as well. Added a new check cell in the Misc_Data, right beneath the Celerity check:
CODE
=IF(COUNTIF(Cyber_Legs,"*Raptor Full*")+COUNTIF(Cyber_Legs,"*Raptor Lower*")=2,TRUE,FALSE)

Cyber_Legs is a named area I created for the two cells in Cyberparts that refers to your option of cyber legs. Then I added another multiplier check in the walk/run cells. I expect those two cells will need more work, as the entry in Arsenal for the raptor legs states you round down on the speed calculation.

Edit: Sorry, hit the wrong button to try and go from quick to full reply to make sure I had the post coded right.

Edit 2: Looked into the Superthyroid Gland, and I think all it'll take is to have the character sheet cell for the DMG overflow call on modBody instead of baseBody. As for the Physical condition monitor, it looks like it's working properly already (Body 6 + Superthyroid = 12 Physical on the condition monitor). Oh, and I'm working with 1n.
Go to the top of the page
 
+Quote Post
DamienKnight
post Apr 3 2011, 09:30 PM
Post #1967


Moving Target
**

Group: Members
Posts: 943
Joined: 24-January 04
From: MO
Member No.: 6,014



Version o is now available.

A few fixes available in this version:

Fixed issue with skill group cost when selecting skills without groups
Essence drain infected who become infected AFTER character creation can now specify what their initiation grade was at the time of infection
Added book/page references for positive qualities (Thanks Fionnella)
Fixed Celerity references
Fixed character sheet 2's condition monitor
Go to the top of the page
 
+Quote Post
Dakka Dakka
post Apr 3 2011, 09:35 PM
Post #1968


Prime Runner
*******

Group: Members
Posts: 3,507
Joined: 11-November 08
Member No.: 16,582



QUOTE (SpellBinder @ Apr 3 2011, 08:33 PM) *
Looked into the Superthyroid Gland, and I think all it'll take is to have the character sheet cell for the DMG overflow call on modBody instead of baseBody. As for the Physical condition monitor, it looks like it's working properly already (Body 6 + Superthyroid = 12 Physical on the condition monitor). Oh, and I'm working with 1n.
I checked again and it works as it should - except on Layout 2. I'm using 1n as well.

[Edit]Wow, fixed and published before i could clarify where the problem lay. Great job DamienKnight[/Edit]
Go to the top of the page
 
+Quote Post
SpellBinder
post Apr 3 2011, 10:00 PM
Post #1969


Neophyte Runner
*****

Group: Members
Posts: 2,351
Joined: 19-September 09
From: Behind the shadows of the Resonance
Member No.: 17,653



Ah, didn't check any other than Layout 1. Forgot there were more.
Go to the top of the page
 
+Quote Post
cybertier
post Apr 5 2011, 09:04 AM
Post #1970


Target
*

Group: Members
Posts: 37
Joined: 16-September 10
Member No.: 19,050



Sorry if this has been brought up before but my search-fu didn't bring anything up.

I tried using this sheet and karma gen i get a #NAME? Error in the field for Total karma, Contacts and Remaining Karma

Cell AW12 contains:
=MAX(0;WENN(Karma_Build_System;WENN(Clout_House_Rule;SUMME(AE20:AE33)*3+5*(#BEZU
G!*#BEZUG!+#BEZUG!)/2;SUMME(AE20:AF33;AY20:AY33))*2;0)+WENN(Free_Contacts_House_Rule;AE12;0))

I guess the error comes from the #BEZUG! error but i have no clue what that error means or how to fix it.
I am using the sheet in a german excel 2007.
Go to the top of the page
 
+Quote Post
DamienKnight
post Apr 5 2011, 01:59 PM
Post #1971


Moving Target
**

Group: Members
Posts: 943
Joined: 24-January 04
From: MO
Member No.: 6,014



QUOTE (cybertier @ Apr 5 2011, 04:04 AM) *
Sorry if this has been brought up before but my search-fu didn't bring anything up.

I tried using this sheet and karma gen i get a #NAME? Error in the field for Total karma, Contacts and Remaining Karma

Cell AW12 contains:
=MAX(0;WENN(Karma_Build_System;WENN(Clout_House_Rule;SUMME(AE20:AE33)*3+5*(#BEZU
G!*#BEZUG!+#BEZUG!)/2;SUMME(AE20:AF33;AY20:AY33))*2;0)+WENN(Free_Contacts_House_Rule;AE12;0))

I guess the error comes from the #BEZUG! error but i have no clue what that error means or how to fix it.
I am using the sheet in a german excel 2007.

Doh, I did not remove the old Clout House Rule from the contacts karma cost line.

Just remove the first half of the if (or WENN if you are using wierd german stuff). I will update the O download.
Go to the top of the page
 
+Quote Post
cybertier
post Apr 5 2011, 03:09 PM
Post #1972


Target
*

Group: Members
Posts: 37
Joined: 16-September 10
Member No.: 19,050



Thanks for your help! Works again and i can finally continue my vile work in creating my first runner since months!
Go to the top of the page
 
+Quote Post
MarvinCZ
post Apr 7 2011, 10:26 AM
Post #1973


Target
*

Group: Members
Posts: 3
Joined: 28-March 11
From: Europe
Member No.: 26,003



Hello! I've got a few bugs, confirmed in the O version. I'm using OpenOffice 3.3.0, so something might be caused by that - I've had errors with calculating some costs with older versions. I also have macros disabled, but I doubt you use that for actual calculations.
  • M79B1 LAW is missing (Arsenal, p. 32)
  • Contacts cells won't let me type my own names, I can only pick from the dropdown menu. I had to manually disable this protection in order to write my own. Skills, for example, let me type in my own values (for specializations).
  • When there is a named set of tools available (e.g Chemical facility) it has cost 0. Just "facility" works, so I can use that with the type in notes.
  • EDIT: Freeze Foam and C-Squared (AR, p. 82) correctly calculate their prices from Rating, but said Rating shows as an error (yellow) in the table when specified, even though these items are definitely meant to have a rating.


Thanks for a great tool, it's very helpful.
Go to the top of the page
 
+Quote Post
DamienKnight
post Apr 7 2011, 11:20 PM
Post #1974


Moving Target
**

Group: Members
Posts: 943
Joined: 24-January 04
From: MO
Member No.: 6,014



QUOTE (MarvinCZ @ Apr 7 2011, 05:26 AM) *
Hello! I've got a few bugs, confirmed in the O version. I'm using OpenOffice 3.3.0, so something might be caused by that - I've had errors with calculating some costs with older versions. I also have macros disabled, but I doubt you use that for actual calculations.
  • M79B1 LAW is missing (Arsenal, p. 32)
  • Contacts cells won't let me type my own names, I can only pick from the dropdown menu. I had to manually disable this protection in order to write my own. Skills, for example, let me type in my own values (for specializations).
  • When there is a named set of tools available (e.g Chemical facility) it has cost 0. Just "facility" works, so I can use that with the type in notes.
  • EDIT: Freeze Foam and C-Squared (AR, p. 82) correctly calculate their prices from Rating, but said Rating shows as an error (yellow) in the table when specified, even though these items are definitely meant to have a rating.


Thanks for a great tool, it's very helpful.


Added all Arsenal Missile Launchers to version p.
Added prices for chemistry tools/kit/facility
Added max rating of 10 for Freeze Foam and C-Squared

I am not having the same problem with the contacts dropdown. I think this is because the Error message option is checked, but not message is specified, so in Excel 2003 it skips the error message, but in Open Office it does not.

I went ahead and removed the error option on contacts in version p, so it looks like the Skills Validation. Hopefully this will fix the issue for you.
Go to the top of the page
 
+Quote Post
MarvinCZ
post Apr 8 2011, 09:27 AM
Post #1975


Target
*

Group: Members
Posts: 3
Joined: 28-March 11
From: Europe
Member No.: 26,003



Thanks for the quick resolution. I'll report back when the changes get public, but I expect the Contacts problem will be solved.
Go to the top of the page
 
+Quote Post

98 Pages V  « < 77 78 79 80 81 > » 
Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 13th April 2022 - 02:44 PM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.