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> Upgraded Character Generator, Updated Generator Based on work from Autarkis and Blakkie
DamienKnight
post May 20 2009, 10:30 PM
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Sorry for my absence. When I first started this sheet my SR group stopped playing, and I have only played once since. The sheet in itself was very rewarding to work on, but as the fixes became more tedious, I found other hobbies, and the months since my last SR session increased, my motivation waned.

A member of my old group started playing again and complemented the sheet, so I am feeling motivated enough to do at least one more version.

This new version aims to be more OO compliant (since I will be working on it in OO rather than Excel). I do not intend to add any more new features, simply add some tweaks and try and get some Open Office Stability restored.

Till then, thanks for the support and feedback. I would not have done half as much if not for the motivation you all give me.
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deek
post May 21 2009, 01:50 PM
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Thanks for your efforts! While I've only been using the sheet recently, it a huge help to my campaign planning and to my players!
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cndblank
post May 22 2009, 03:13 PM
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Ditto.

Keep up the good work.

Having a way to send the entire character to text would be helpful for both the GM and the players.

It could be edited to create NPCs or used as a character sheet.

Just being able to print off the gear would help.



Thanks
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Warlordtheft
post May 22 2009, 04:12 PM
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I hope to get off my butt at some point (maybe publicly stating so would help do that) and take the SR3 Character Dossier that Wizkids put out and use it as a guide to take the character generator here and incorporate it into the file. Fortunately with all the core books out, it looks like the background books are going to be comming out next. So there shouldnt be much in the way of adding to the character generator (gear abilities and such).

??-I'd like to keep it OO compatible so tips of things to avoid would be nice.

Damien---great work!
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limejello10512
post May 24 2009, 03:40 AM
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BEAUTIFUL!!!!!!!!!!!!!!!!!!!!

But three things I noticed that were missing: level 3 improved reflexes costs 5 magic (it was supposed to be 4 since the update), uneducated does not double the cost of a new tech skill, also the TKD bonuses seem to be missing... I entered it in myself but I'm not sure it will show up in the unarmed damage (did it to begin with?)

Any advice on how to fix these?

btw:
"the months since my last SR session increased, my motivation waned."

ADAM PAY HIM MONEY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Malachi
post May 28 2009, 08:34 PM
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The check for the limit on the Improved Ability Adept Power doesn't let me but any sort of level into the box. Regardless of the value of my Magic attribute or the level of the power I always get the message that it is too high.

Great job on the sheet, though damien! I'm looking forward to the OO compliant version.
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deek
post Jun 1 2009, 05:06 PM
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Bug I found last night:

When adding gear, the eyeware didn't allow me to add ratings. For contacts, I should be able to pick rating 1-3 and goggles 1-6. I was only able to pick the item, assumably at rating 1.
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Dakka Dakka
post Jun 1 2009, 05:15 PM
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AFAIK these are the rules of SR4A. I don't recall that the rule changes and additions are implemented yet.
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Socinus
post Jun 11 2009, 07:29 PM
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I dont know if it's already on the slate yet but its somewhat important. Creating an AI character is a little difficult as things like condition monitors dont change and many of the AI qualities arent there and adding your own prevents you from setting a cost.
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Socinus
post Jun 23 2009, 10:01 PM
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The Autoinjector seems to be missing from the Cyberware category
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DamienKnight
post Jul 1 2009, 07:54 PM
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First minor update.

Version 9k is now available.

I am getting a group together and we started making characters on the spreadsheet. I went through and fixed several problems I found:

- Fixed Attribute maximums for infected characters.
- Revised Adept Power namefinder code (used to complete lookups when custom name is used, such as Element [Electricity])
- Added namfinder code for spells to allow custom spell drain lookup (ie. [Element] Aura works as [Flame] Aura, etc)
- Fixed martial arts costs for Karma Build System, renamed Sweet to Sweep
- Added Mystic Armor to Charsheet Armor area, added Martial Arts DV bonuses to Unarmed and weapon values, other minor tweaks

I found that a lot of issues with ratings were related to cells being converted to Text format instead of Number (0 decimal) format. I changed all of the ones that I found, and removed the xml portion from the spreadsheet.

I still have a copy of the sheet with .xml, I can email it to anyone that wants it, just send me a PM to request it. It was an interesting proof of concept, but it causes maintenance issues with the sheet, and adds quite a bit of size to it.

I have not tested the spreadsheet in office 2007 or open office. I have removed some confusion the Main_Page had with cell IV, which may make the sheet work on office 2007. Removing XML and many of the scripts may allow the sheet to work better in open office... let me know how it works.

Also, I do not play as AI, and neither does anyone in my group, so I have little to no motivation to expand the functionality of AI. If anyone wants better AI support, they need to post a detailed list of changes that need to be made, including a list of each skill/quality they want added, and the quality cost.
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betterwatchit
post Jul 1 2009, 09:55 PM
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Found a problem: I mark the skill specialisation box, write something underneath it, and the BP total goes wrong.
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10gauge
post Jul 1 2009, 11:03 PM
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I'm using Linux and OpenOffice.

The specialization option (x) does not work.
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Socinus
post Jul 3 2009, 09:23 PM
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There are some problems with the math, Qualities like Infirm and Trustworthy are now double their original cost. This extends to several other qualities that I've found thus far
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Daikuma
post Jul 4 2009, 06:20 AM
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Can we get an output sheet that doesn't lock you into Adept OR Bio/Cyberware, but in fact can handle both?

As long as I have been playing, adepts often dabble in the digital. Be a shame if the character sheet cannot reflect that.

Also, from what I can tell, ALL qualities are doubled in cost, either way.

D.
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DamienKnight
post Jul 6 2009, 03:21 PM
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QUOTE (deek @ Jun 1 2009, 12:06 PM) *
Bug I found last night:

When adding gear, the eyeware didn't allow me to add ratings. For contacts, I should be able to pick rating 1-3 and goggles 1-6. I was only able to pick the item, assumably at rating 1.

Could you direct me to the book/page where contact lense and google ratings are described?

QUOTE (10gauge @ Jul 1 2009, 06:03 PM) *
I'm using Linux and OpenOffice.

The specialization option (x) does not work.

There were problems with this in all versions. I believe I have it fixed in version 9m.

QUOTE (Daikuma @ Jul 4 2009, 01:20 AM) *
Can we get an output sheet that doesn't lock you into Adept OR Bio/Cyberware, but in fact can handle both?

As long as I have been playing, adepts often dabble in the digital. Be a shame if the character sheet cannot reflect that.

Also, from what I can tell, ALL qualities are doubled in cost, either way.

D.

I will see about this. I am hoping to make more customizable character sheets soon

Qualities costs are not doubled inappropriately. Unlike previous versions, I believe the last release had Karma_Build_System set as TRUE as a default. Change that to false and you should see normal Qualities costs.

QUOTE (Socinus @ Jul 3 2009, 04:23 PM) *
There are some problems with the math, Qualities like Infirm and Trustworthy are now double their original cost. This extends to several other qualities that I've found thus far

See above. These values are correct. I did notice that trustworthy's 5bp versions were not available, so I added those in version 9m. I also added functionality that adds 1 to skills boosted by qualities, reflected on the final Charsheet. This works with Catlike (Infiltration, Shadowing), Outdoorsman (Outdoors group), and Trustworthy (group or individual).

Are there any other skills/wares/etc that raise your actual skill rating (rather than just give bonus die)?
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DamienKnight
post Jul 6 2009, 08:32 PM
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Version 9m

Fixed various issues
Changed Phys Ad Increase Reflex III to cost 4 instead of 5
Fixed Crossbow ranges according to errata
Added Catlike/Trustworthy/Outdoorsman functionality on Charsheet to raise skill by 1

According to errata, qualities that raise skills increase the cost of raising the skill. That can be simulated for BP systems, but not with Karma systems without identifying what the skill was when the quality was chosen, which is going to be a hassle to calculate in. Basically if you raise a skill that is affected by the qualities, it assumes the quality was purchased after the skill was added. There are some situations where this is going to save you some karma, but not many. This can be adjusted for by added negative karma in the karma log, if you are really wanting to be strict with karma costs on skills that are augmented by qualities.
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barrelv
post Jul 7 2009, 12:53 PM
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First off, huge thanks for this. really makes tracking things so much easier.

I wanted to mention that I found a bug on the Cyberparts tab that I didn't see reported here (using the 9m version in Excel 2007)...

In cells AC4 - AC10, there is a reference to Limb1_Parts_Selected in the formulas. It should be Limb2_Parts_Selected - Limb8_Parts_Selected (depending on the row). This is causing the character sheet to repeat all the Accessories selected for the 1st cyberpart to duplicate 8 times and not show any of the selections for 2 - 8.
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Blind Guardian
post Jul 7 2009, 01:13 PM
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In version 9m, the sheet isn't handling the Resonance attribute for technomancers correctly. It is doing the same thing in Excel 2007 and in OpenOffice 3.0. When you select the technomancer quality, a field for Resonance appear, but the box isn't green like it is for the other attributes. There's a little red tab there, which opens a drop down menu when you click it. You can select an attribute, but it shows up in red, and it isn't being correctly deducted from your BP/Karma total. The resonance line in the totals column still shows as zero, and it isn't being added into the total BP spent. However, it affects the line down at the bottom that says "Remaining." If I open a new sheet, select technomancer and select a resonance value of 5, the value of the Remaining field changes from 0 to -42. It does this in Karmagen mode, as well.
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Dakka Dakka
post Jul 7 2009, 01:17 PM
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Once again thanks for your continued efforts.

While playing around with the new sheet I found a few issues with MS Office 2007:
  • Only he first three entries in the armor section work correctly
  • If you want to update your sheet to the rules of SR4A the cost for Increased Reflexes should be 1.5PP, 2.5PP, 4PP for Levels I, II, III respectively
  • Focus bonding costs double if you put an x in the bonded with BP cell.
  • Melee weapons cannot be modded.
  • If you select a melee weapon on the Weapons Sheet, the remaining reach cells on CharSheet are filled with ####.
  • Augmented attributes show up as totals, not as BaseAttribute(AugmentedAttribute)
  • I like the mentioning of some Racial Traits on the CharSheet.
  • Krav Maga is missing the "Ready Weapon becomes a Free Action" advantage.
  • Excel 2007 sometimes crashes
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barrelv
post Jul 8 2009, 03:28 PM
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Noticed something else odd with 9m

When selecting "Magician" from the Main Sheet, nothing comes to life on the Magic tab

nevermind, just noticed it was scrolled over too far to the right...
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Dakka Dakka
post Jul 8 2009, 03:32 PM
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Scroll to the left. The starting point is a little off to the right
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barrelv
post Jul 8 2009, 06:22 PM
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Mage Sight Goggles makes the Gear section freak out. Looks like there are 2 entries in the Gear_Data tab
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Stormdrake
post Jul 8 2009, 10:54 PM
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DK, Love the chargen. Makes tracking player creation a breeze. One thing though, I followed the instructions you gave me a while ago to mod the chargen to allow larger skill pools. The system still gives me a warning though if I input a skill over six and deletes the entry. How do I disable or change the warning so it will accept the modified skill ratings?
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Eleazar
post Jul 9 2009, 03:41 PM
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QUOTE (Dakka Dakka @ Jul 7 2009, 08:17 AM) *
[list]

[*]If you want to update your sheet to the rules of SR4A the cost for Increased Reflexes should be 1.5PP, 2.5PP, 4PP for Levels I, II, III respectively


Might I say that if possible, it would be best to have a separate set of entries for SR4A and a separate set of entries for Original + Errata. The entries would be switched through a button or dropdown menu on the main sheet. Many people haven't switched to SR4A yet because there are some significant changes in SR4A not everyone in the gaming group is familiar with, nor were their current NPCs/characters made with those changes in mind.

I don't mean this in anyway to be at odds with what you have said Dakka Dakka, I am providing an idea of how this could be accomplished.
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