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Cabral
post Nov 15 2008, 04:47 PM
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Damien,
I don't know if this is one of the errors you mentioned above, but I just noticed that Row 46 is not included in some of the calculations.
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DamienKnight
post Nov 16 2008, 04:01 PM
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QUOTE (Cabral @ Nov 15 2008, 12:47 PM) *
Damien,
I don't know if this is one of the errors you mentioned above, but I just noticed that Row 46 is not included in some of the calculations.

Examples would be helpful.
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Cabral
post Nov 16 2008, 05:01 PM
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It looked like you inserted a row and did not update the references. For example, the concatenate functions does to gather the list of skill names and ranks (including language skills) I think it's also the same way qualities.

I don't know all the calculations that reference row 42. References to the range should be fine (ie. G15:G43) but where each cell is referenced individually (such as in the concatenate function) are likely to be in error.
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DamienKnight
post Nov 16 2008, 06:16 PM
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Thats more helpful cabral. Yeah, I would very much like a different method for concatenating them than that one big statement. It seems like there should be a built in function for cacatenating all items in a range... If anyone knows of one please enlighten me.

Added missing columns in to concatenate function for version Beta8.

QUOTE
It appears that there is something not working right in the calculations dealing with the Bod, Str and Agi associated with cyberlimbs. In beta7 selecting a cyberlimb would give you #VALUE in the spots at the top of the page (Cyberparts!I4 for example) and would end up giving similar results in the CharSheet. In beta7b the error #VALUE no longer appears, but the numbers never change.

I am not seeing this problem. Maybe I fixed it earlier and forgot to reply or make note of it.

On this topic though, I am working on the cyberparts page and need some help figuring out the rules. I noticed that according to the Core book p. 335 each cyberlimb adds one box to the Physical Condition Monitor. Does this only apply to Full Limbs... or does it also apply to lower limbs, or hands/feet? I assume only full limbs, but cant find that specifically in the text.

Oh, and thanks to Damaleon, who has designed a modified cyberlimbs sheet for adding multiple spare modular limbs, which I am working to integrate into version 8.
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Xerxos
post Nov 16 2008, 06:32 PM
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Melee_Weapon_List in Gear_Data should only go to A68, not A71
Amor_List in Gear_Data should only go to AF84, not AF92
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brennanhawkwood
post Nov 17 2008, 04:25 AM
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QUOTE (DamienKnight @ Nov 16 2008, 01:16 PM) *
Thats more helpful cabral. Yeah, I would very much like a different method for concatenating them than that one big statement. It seems like there should be a built in function for cacatenating all items in a range... If anyone knows of one please enlighten me.


A couple quick google searches doesn't turn up any range-based concatenate functions in excel unless you build your own using a macro. Of those there appear to be a number of them available on the web simply by searching for 'excel concatenate range of cells'. I have no idea how that would translate over to use in OpenOffice.
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DamienKnight
post Nov 17 2008, 05:57 AM
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QUOTE (brennanhawkwood @ Nov 17 2008, 12:25 AM) *
A couple quick google searches doesn't turn up any range-based concatenate functions in excel unless you build your own using a macro. Of those there appear to be a number of them available on the web simply by searching for 'excel concatenate range of cells'. I have no idea how that would translate over to use in OpenOffice.

Anything can be accomplished in Macros, but since they are often incompatible on OO, I have been avoiding them whenever possible.
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DMFubar
post Nov 17 2008, 02:34 PM
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QUOTE (Xerxos @ Nov 16 2008, 02:32 PM) *
Melee_Weapon_List in Gear_Data should only go to A68, not A71
Amor_List in Gear_Data should only go to AF84, not AF92


Having it go a little beyond is handy, if you want to add your own items to those lists. For example, there are a couple of armor options missing from Arsenal (Auto-Injector, Gel Packs, etc.) but I just added the oens I wanted onto the table and did not have to change formulas anywhere. Handy in my opinion.
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DamienKnight
post Nov 17 2008, 03:58 PM
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QUOTE (DMFubar @ Nov 17 2008, 10:34 AM) *
Having it go a little beyond is handy, if you want to add your own items to those lists. For example, there are a couple of armor options missing from Arsenal (Auto-Injector, Gel Packs, etc.) but I just added the oens I wanted onto the table and did not have to change formulas anywhere. Handy in my opinion.

In excel 2003, whenever you perform an insert inside of a range it extends the range. I changed these ranges to reach down to just one blank space after the list (i think in these instances they were going into the next list). If you are customizing any data sheets, you can 'Insert->Names->Define' and find the name of the list you are looking at, then click in the range definition and it should highlight the range as it is used by the formulas. From there you can tweak the range to fit your new values if necessary, or hopefull, if you are inserting into an existing range, it will have extended with your inserts.

Now this only applies to Excel 2003. I am not aware of what other versions of Excel or OO have the auto-range-extending feature.

Also, this depends on your using the 'Insert' command. Simply adding entries to the end without inserting spaces within the range for them will not extend the range.
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Xerxos
post Nov 18 2008, 07:15 PM
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Well currently Melee_Weapon_List includes a baseball (throwing weapon), so that can't be right (IMG:style_emoticons/default/wink.gif)
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Draco18s
post Nov 18 2008, 07:27 PM
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I threw all of these at the email address I found in the credits page. The version I have is from early October, so I don't know how many of these are still floating around (doing a quick check now), but...


1) Oriental Drakes are attributed a +2 Reaction in dracform, which they do not get, they get +2 Strength (which the sheet says they don't get). RC page 76
2) Fixed
3) Can't add an external smartlink to a gun to make the "this mod needs a smartlink" error to go away (and does a Gas Vent system actually NEED a smartlink? Runner's Companion even mentions that it takes a standard action to turn it off if you don't have a smartlink). Arsenel page 152
3b) Smartlink is not listed as a mod in the mods list, despite being an accessory-slash-mod (internal doubles cost, external is $400). Core page 311
4) Custom weapons costs aren't subtracted from total cash. Half-fixed. The BASE COST is subtracted, but not the TOTAL COST.
5) Adept power descriptions could be updated to say +2 [text] when you have 2 levels of it because each level gives you a cumulative +1 (otherwise why on earth would you ever get Mystic Armor 4 if you don't get any bonus past Mystic Armor 1). Confusing if nothing else. Core page 188
6) Can't find the rules right now, but armor mods (please increase the number of slots by 1 to 4 total) have a limit of, I thought, the higher times 1.5 (so an armored jacket has 12 "slots" (8 + 4) not 14 as indicated by the sheet).
6b) Using the (mods) base item listing it grants a whopping 0 total mods allowed, resulting in an error when mods are added.
7) Manuevers have a limit to the number you can know ("Only two maneuvers may be learned/purchased per level (5 BP) of the [Martial Arts] quality") Arsenel page 158
(IMG:style_emoticons/default/cool.gif) Additional Clip may have a rounding error, when I did the math on paper (extended clip and additional clip, extended is explicitly rounded up) I got 48, the sheet says 47. Arsenel doesn't say if Additional clip rounds up or down, but.... For SMGs that last 1 bullet does make it an even 3 for burst firing, so.... Arsenel page 149 and 150
9) (minor and annoying--not checked for this post) Some comment boxes aren't large enough or are oddly shaped:
a) Type of Awakened on Magic sheet (too narrow, words broken across multiple lines).
b) Earned after char gen checkbox on Contacts on Main Sheet (both), also Qualities "earned after"
c) Karma System on Optional rules.
d) Languages (last word cut on unseen line).
e) Base Magic square (last line and a half unseen).
f) Max bound spirits
g) Adepts powers (both boxes--comment box seems to have been shrunk horizontally to 0 pixels)
10) Fixed
11) Negative Qualities doesn't complain if you go over (under?) the maximum of -35 points (in normal games the limit is 35, this 800 BP...thread doubled everything, so we're using 70, which is why I ran across it).
12) Paid (under the debt) could maybe use a comment indicating that this is where you put money that has been put towards paying off the debt. Up to you, I just saw it and went "I think I know what that's for, but..."
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Bobson
post Nov 18 2008, 08:27 PM
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QUOTE (DamienKnight @ Nov 14 2008, 05:50 PM) *
Yeah, the relationship between essence and magic is messed up and I am going to have to fix it. Thanks to those who pointed this one out to me.


I think I found it, if you haven't yet. Cell P11 is referenceing O10 instead of O11, so it's using your karma-raised edge as your karma-raised magic value (IMG:style_emoticons/default/smile.gif)
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DamienKnight
post Nov 19 2008, 06:58 AM
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QUOTE (Draco18s @ Nov 18 2008, 03:27 PM) *
1) Oriental Drakes are attributed a +2 Reaction in dracform, which they do not get, they get +2 Strength (which the sheet says they don't get). RC page 76
...
3) Can't add an external smartlink to a gun to make the "this mod needs a smartlink" error to go away (and does a Gas Vent system actually NEED a smartlink? Runner's Companion even mentions that it takes a standard action to turn it off if you don't have a smartlink). Arsenel page 152
3b) Smartlink is not listed as a mod in the mods list, despite being an accessory-slash-mod (internal doubles cost, external is $400). Core page 311
Fixed drakes. Added top mount and underbarrel Smartgun Systems.
3b: Yes, its listed as 'Smartgun System' as stated in the book. Even in versions prior to 8 adding Smartgun System doubled the base cost of your gun and made your gun compatible with smartgun enabled mods.
QUOTE
4) Custom weapons costs aren't subtracted from total cash. Half-fixed. The BASE COST is subtracted, but not the TOTAL COST.
This is true of the first custom weapon (the second and third were being added correctly). Fixed the first custom weapon in 8.
QUOTE
5) Adept power descriptions could be updated to say +2 [text] when you have 2 levels of it because each level gives you a cumulative +1 (otherwise why on earth would you ever get Mystic Armor 4 if you don't get any bonus past Mystic Armor 1). Confusing if nothing else. Core page 188
Added formulas that will replace '+1' in description with the actual rating when the rating is greater than one. Changed description for Power Throw to '+2 Str per rating...'
QUOTE
6) Can't find the rules right now, but armor mods (please increase the number of slots by 1 to 4 total) have a limit of, I thought, the higher times 1.5 (so an armored jacket has 12 "slots" (8 + 4) not 14 as indicated by the sheet).
6b) Using the (mods) base item listing it grants a whopping 0 total mods allowed, resulting in an error when mods are added...
Not having read the rules, I was setting the limit at Ballistic + Impact (3rd Edition rules). Changed SUM(H,I) to MAX(6,ROUNDUP(MAX(H,I)*1.5,0))).
6b: As it seems you have guessed, (mods) is there to give you the option of having 6 or 9 mods on one piece of armor. Made the slots/MAX cell blank when mods was selected. If you are going to use more than 3 mods to one piece of armor, this facilitates that but you will have to track the slots yourself.
QUOTE
7) Manuevers have a limit to the number you can know ("Only two maneuvers may be learned/purchased per level (5 BP) of the [Martial Arts] quality") Arsenel page 158
Fixed.
QUOTE
(IMG:style_emoticons/default/cool.gif) Additional Clip may have a rounding error, when I did the math on paper (extended clip and additional clip, extended is explicitly rounded up) I got 48, the sheet says 47. Arsenel doesn't say if Additional clip rounds up or down, but.... For SMGs that last 1 bullet does make it an even 3 for burst firing, so.... Arsenel page 149 and 150
It was set to ROUND, which should round up on .5, but changed to ROUNDUP just to be certain.
QUOTE
9) (minor and annoying--not checked for this post) Some comment boxes aren't large enough or are oddly shaped:
a) Type of Awakened on Magic sheet (too narrow, words broken across multiple lines).
b) Earned after char gen checkbox on Contacts on Main Sheet (both), also Qualities "earned after"
c) Karma System on Optional rules.
d) Languages (last word cut on unseen line).
e) Base Magic square (last line and a half unseen).
f) Max bound spirits
g) Adepts powers (both boxes--comment box seems to have been shrunk horizontally to 0 pixels)
10) Fixed
d,e-Fixed in 8. Rest... I must have fixed these in a prior version.
QUOTE
11) Negative Qualities doesn't complain if you go over (under?) the maximum of -35 points (in normal games the limit is 35, this 800 BP...thread doubled everything, so we're using 70, which is why I ran across it).
Conditional formatting was referring to row 8 instead of 9. Fixed.
QUOTE
12) Paid (under the debt) could maybe use a comment indicating that this is where you put money that has been put towards paying off the debt. Up to you, I just saw it and went "I think I know what that's for, but..."
Fantific suggestion. Done.
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Draco18s
post Nov 19 2008, 08:56 AM
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Add Sign Language to languages. It's the only one a drake could use in dracoform (only oriental, probably), which is why I found it was missing.

And great on the fixes.
6b: yeah, you'll have to do it yourself, I figured as much, but at least it's not throwing meaningless errors. (IMG:style_emoticons/default/nyahnyah.gif)
3b: Ah! There it is. I scoured all over for it and kept missing it.

Thought I had another thought. Guess not.
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Ehleric
post Nov 19 2008, 01:32 PM
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I just had a thought, not exactly sure how complicated this would be though... I've been using this sheet to make up NPCs; notable people, other runners my players might run into to either run along side of or against, etc. It would be kinda cool to have another sheet in here somewhere that would list out common dice pools. Things like Dodge, perception, melee and ranged attacks. Just so you wouldn't have to keep adding the attribute and skill together every time their turn came up. You'd just have the sheet open, and there you go. They need to dodge? Roll 20 dice and keep on going (IMG:style_emoticons/default/wink.gif)
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DamienKnight
post Nov 19 2008, 02:50 PM
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QUOTE (Draco18s @ Nov 19 2008, 04:56 AM) *
Add Sign Language to languages. It's the only one a drake could use in dracoform (only oriental, probably), which is why I found it was missing.

And great on the fixes.
6b: yeah, you'll have to do it yourself, I figured as much, but at least it's not throwing meaningless errors. (IMG:style_emoticons/default/nyahnyah.gif)
3b: Ah! There it is. I scoured all over for it and kept missing it.

Thought I had another thought. Guess not.

Adding Sign language. By the way, after your huge list of fixes (very helpful, thanks for that) I was inspired to change my signature (IMG:style_emoticons/default/smile.gif)


QUOTE
It would be kinda cool to have another sheet in here somewhere that would list out common dice pools.
Thats not a bad idea Ehleric. I think it warrants a new sheet in the workbook. I am focusing on getting the xml output working, but if anyone would like to create it, it can be easily integrated. Just design the sheet how you like, then create a list of cells on the right with labels for the base contributing attrbutes (Perception Skill, Intelligence, Dodge skill, Reaction etc.), and let all your formulas point to those cells. When I import the sheet I will replace the numbers that you use for testing with name variables that point to the attributes in the sheet.

It is important to have a sheet only contain references to itself if I am going to import it, or else Excel will add on file paths to the original workbook which I will have to manually delete (pain in the butt).

If anyone has any ideas for new sheets, just whip em up and toss them into www.mediafire.com and PM me a link. If it seems to fit in the Generator nicely I will include it in the next release.
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Draco18s
post Nov 19 2008, 07:51 PM
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Actually, one of the best ways to do that would just be to grab the Active Skill list on the main page, copy it, figure out the attributes, list both numbers, then have a cell show the total.
If you wanted, you (DamienKnight as opposed to a generic reader) could pick out some of the skills you consider the important ones and have a space for them in such cases as the player doesn't remember to take those skills. What? Didn't take dodge? Well, here's what you roll anyway.

Hum...actually, there's an idea. List all the common ones regardless of character (perception, armor, dodge, etc.) then allow the user to tick individual skills that they have that they consider common (Hacking for the decker, spellcasting for the magician, etc.) and have that second sheet pull those instead of just everything.

And your welcome on the fixes. Given the complexity of the sheet, I'm not surprised that there are errors and you always need help finding them. (IMG:style_emoticons/default/smile.gif)
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Dreadlord
post Nov 20 2008, 07:04 PM
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I am too lazy to go back through the list of errors to see if this has been reported yet, but I noticed on CharSheet cells P7 and T7 both refer to "Toughness",Main_Sheet!$U$33:$U$46,0 and it should be "Toughness",Main_Sheet!$V$33:$V$46,0
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Dreadlord
post Nov 20 2008, 07:09 PM
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(sigh) Or it could be I loaded the wrong version by mistake...

DOH! Nebbe mind!
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Dreadlord
post Nov 20 2008, 09:39 PM
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Ooooooookaaaaaayyyy...

It was an error on the old v6 and was continued onto the 7b sheet shifted over by one column.

CharSheet cells P7 and T7 both refer to "Toughness",Main_Sheet!$V$33:$V$46,0 and it should be "Toughness",Main_Sheet!$W$33:$W$46,0

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rob
post Nov 21 2008, 05:33 AM
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Using it right now. Noticed you can't add/house nanohives or magnetic systems in a cyberlimb.

Maybe this is a question for another post, but the modular cyberarm rules confuse me. Basically, is the plug 'meat to metal', or is the plug 'metal to metal'? That is, in order to get a modular cyberhand do you have to purchase the whole lower arm, and the lower arm is fixed but the hand can be taken off? or do you just put the hand on a stump?

Same for lower arms, one joint up.
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Ryu
post Nov 21 2008, 05:49 AM
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The default modular cyberlimbs are set to replace the full cyberpart. Detaching parts of a limb would require some houseruling regarding capacity limits IIRC.

So the RAW version is always a stump, metal-to-flesh unless we are talking full limb replacements on a character with cybertorso.
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Draco18s
post Nov 21 2008, 04:54 PM
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The way I understood modular cyberlimbs was like Cyborg in Teen Titans: it's metal to metal, but the metal on the limb is just enough to act as a connector: you don't have to reattach nerves every time.
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DamienKnight
post Nov 22 2008, 07:25 AM
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Metal to metal.
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Tyro
post Nov 24 2008, 01:23 AM
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I noticed when building characters that making a piece of 'ware Alpha increases its availability by 2. This makes sense to me, but I can't seem to find the relevant passage in the core book.
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