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#726
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Target ![]() Group: Members Posts: 11 Joined: 7-January 09 From: France Member No.: 16,744 ![]() |
Hi
Thanks for this new release. I noticed two things :
Anyway I love your work yok |
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#727
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Grumpy Old Ork Decker ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,794 Joined: 26-February 02 From: Orwell, Ohio Member No.: 50 ![]() |
Ok, Damien...
Test 1 has no drop down boxes at all. Test 2 locks up the same as the other. The only thing that kinda worked so far is saving the file as an Open Office file, and the main page worked fine. But as soon as I switched to the magic page and tried to select myf irst spell (CHaracter is a mage), it locked again. Wish I knew why it was being such a pain for me. Also, you're missing the Trust Fund quality, I noticed. (IMG:style_emoticons/default/smile.gif) |
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#728
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Moving Target ![]() ![]() Group: Members Posts: 943 Joined: 24-January 04 From: MO Member No.: 6,014 ![]() |
[*] bug : dropboxes for positive qualities contain both positive and negative qualities [*] feature request : you can't choose your parangon (tech) whereas you can choose your spirit mentor (mage). That is not a mistake. The entire qualities list is compatible with positive and negative qualities. If after character creation you pick up a few more flaws (enemies, hunted, etc), you can use your positive quality area to fill in those flaws. Likewise, you can put positive qualities in the negative qualities area if you like... the separation is cosmetic only. The only reason the Negative area does not show positive qualities is that chopping the positive qualities out of the list was the easiest way for the negative qualities drop down to show negative qualities first. That is a good point about paragon's. I have never played a technomancer, so it is likely underdeveloped. I will look into adding that in the next version. Test 1 has no drop down boxes at all. Test 2 locks up the same as the other. The only thing that kinda worked so far is saving the file as an Open Office file, and the main page worked fine. But as soon as I switched to the magic page and tried to select myf irst spell (CHaracter is a mage), it locked again. Wish I knew why it was being such a pain for me. Also, you're missing the Trust Fund quality, I noticed. (IMG:style_emoticons/default/smile.gif) Test one is supposed to have no drop down boxes. It is there so that you have a version of the sheet you can use without crashing, you just have to manually enter the options. It is a little more difficult, but still usable. Test 2 verifies that the images are not the problem. It is a pain for you because you are using XP and OO. OO works with Vista and this sheet. Sorry about the trouble. Trust Fund is there... twice. Medium and High. It only appears in your list if you are allowed to pick it, which requires that you have the status (Is_SINner) which is triggered when you select 'Sinner (Criminal)' or 'Sinner (Standard)'. If you think a quality should be there and it isnt showing up, you can unhide the Qualities_Data page and scan the master list for it. There is a TRUE/FALSE column that has a formula that may cause the quality to be hidden on the Main_Page. |
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#729
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Grumpy Old Ork Decker ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,794 Joined: 26-February 02 From: Orwell, Ohio Member No.: 50 ![]() |
Ahh, I think I was trying to pick Trust Fund before SINner. Heh. (IMG:style_emoticons/default/smile.gif)
Ok, cool deal. I appreciate the help. Good to know my computer is now in the stone age (IMG:style_emoticons/default/wink.gif) |
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#730
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Moving Target ![]() ![]() Group: Members Posts: 943 Joined: 24-January 04 From: MO Member No.: 6,014 ![]() |
Marduc had an idea to provide a method of designating your purchases as before character creation/after character creation. He also added a new sheet specifically for tracking money.
SR4Chargen_Upgraded_Beta9r_Marduc_Money.zip Please check it out and provide feedback. Does this seem like a necessary upgrade? In my opinion, tracking purchases after character creation is a pain to do on the sheet, and better to be left to do manually. I provided a 'Nuyen' column to the Karma Log page (feature introduced in 9r) which can be used for tracking +/- Nuyen per run, but I prefer to use the 'Current Nuyen' cell on the Main_Page to manually track $ after creation. The one thing the new sheet does not address is what happens when gear is lost? What about when you use your grenades, or your car gets blown up? You would have to get the cost of it, then add it as a negative on the money page, then remove the gear from your sheet. As with any spreadsheet solution for gear/wares purchasing tracking, it is going to be more trouble than it is worth. It is easier for me to just keep a running total of money the character has, then add/subtract as I make purchases. That being said, if the community as a whole likes this change, I will think about integrating it with version 9s. Please let me know what you think. Thanks for the new sheet Marduc! edit: This has given me an idea on how to address karma attribute changes when dealing with post-creation infected characters! |
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#731
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Moving Target ![]() ![]() Group: Members Posts: 992 Joined: 23-December 08 From: the Tampa Sprawl Member No.: 16,707 ![]() |
Don't have the Turbo mod for vehicles.
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#732
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Moving Target ![]() ![]() Group: Members Posts: 943 Joined: 24-January 04 From: MO Member No.: 6,014 ![]() |
Ok, new sheet has Paragon and Turbocharger now. Its quite nice. Even has a spot to select which Sprite is your bonus sprite, if your Paragon has 2 to choose from.
Any other features the sheet is lacking that I can add for the next version? |
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#733
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Target ![]() Group: Members Posts: 75 Joined: 4-November 07 From: London, UK Member No.: 14,046 ![]() |
When I add Knowledge Skills, it doesn't display them in the right cell until it starts costing BP. And Chatty from Unwired costs 10 BP instead of 5, see the Unwired errata.
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#734
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Moving Target ![]() ![]() Group: Members Posts: 943 Joined: 24-January 04 From: MO Member No.: 6,014 ![]() |
When I add Knowledge Skills, it doesn't display them in the right cell until it starts costing BP. Are you saying that it does not show your knowledge skills on the CharSheet until you actually add a rating to them? That is the way it is supposed to work. If that is not what you meant, then please elaborate. Changed chatty to 10bp, thanks for the tip. Character Generator 9s is released. - Added Modular Cyberlimb support - Added Paragons for Technomancers - Various Tweaks Please check out these new features and let me know what you think. Also, please check out the Ally Spirit page... I still have not gotten any feedback about that yet. Thanks for all the suggestions folks. I believe this will be the Final Beta release of the sheet. It feels very complete and I am ready to take it out of beta. |
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#735
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Moving Target ![]() ![]() Group: Members Posts: 992 Joined: 23-December 08 From: the Tampa Sprawl Member No.: 16,707 ![]() |
Turbocharger only takes 1 slot, regardless of the level in the sheet.
QUOTE (Arsenal P.146) The modification can be taken more than once, up to a maximum slot value of 4 or the vehicle's Body, whichever is lower. EDIT: All these are for the vehicle sheet Also, turbo doesn't add anything to accel - should add +5/+10 per level Improved Suspension has the wrong cost - should cost Body x $5k, rather then the flat $80k you have Ballast Tanks have the wrong cost - Level 1 should be Body x $2k, Level 2 should be Body x $10k You don't have any of the Amenities listed Amphibious Operation has the wrong cost - It should be Body x $250 for Level 1 and Body x $1k for Level 2 Body Stabilizer - Cost should be Rating x $3k Chameleon Coating - Cost should be Body x $1k Ducted Waterjet - Cost should be Body x $200 ECM - Not listed at all Electromagnetic Shielding - Cost should be Rating x $2k Enhanced Image Screens - Cost should be Body x $100 I stopped there, will take it up again soon. Eyes burning. ARG! |
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#736
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Target ![]() Group: Members Posts: 6 Joined: 30-July 09 Member No.: 17,451 ![]() |
Great CharGen but it has still a few small failures but is in all a great help.
Here a few things i noted so far: - Cultured Bioware (Synaptic Booster etc.) shouldn't be avaiable as Used Bioware as stated on P. 61 in Augmentation. - Skinlink should be avaiable for all weapons as modification and give not an error when used on pistols and the like (Small beauty correction i guess). - I'm missing the whole part for Genetic's. Like Genetic Optimization for the attributes. - SIN's still get a wrong AV. Rating even with House_Rules turned off. - Autoinjector missing from both Cyberware and Cyberparts Sheets - Quite a few drugs like Kamikaze and so on are missing (sure who would use it but just trying for the complete list i guess) I know that's jumping around quite a lot, but i'm writing that from my memory sooo... anyway great Generator so far, i especially like the new 5* Karma Attributes thing that got integrated recently. |
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#737
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Moving Target ![]() ![]() Group: Members Posts: 943 Joined: 24-January 04 From: MO Member No.: 6,014 ![]() |
- SIN's still get a wrong AV. Rating even with House_Rules turned off. - Quite a few drugs like Kamikaze and so on are missing (sure who would use it but just trying for the complete list i guess) What is the correct Availability for fake SIN? List specifically which drugs are missing, with their cost per dose (or per ten doses or whatever the books have) and their availability, and I will add them in. |
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#738
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Target ![]() Group: Members Posts: 6 Joined: 30-July 09 Member No.: 17,451 ![]() |
Ok,
For the drugs(all per Dose): Deepweed 8F 400 (IMG:style_emoticons/default/nuyen.gif) Jazz 2R 75 (IMG:style_emoticons/default/nuyen.gif) Kamikaze 4R 100 (IMG:style_emoticons/default/nuyen.gif) Long Haul - 50 (IMG:style_emoticons/default/nuyen.gif) Nitro 2R 50 (IMG:style_emoticons/default/nuyen.gif) Novacoke 2R 10 (IMG:style_emoticons/default/nuyen.gif) Psyche - 200 (IMG:style_emoticons/default/nuyen.gif) Zen 4R 5 (IMG:style_emoticons/default/nuyen.gif) For the SIN/License: Fake SIN Rating*3F Fake License Rating*3F Noticed something just now: Under Gear: Category Vehicle Gear Neither the Morphing License Plate nor the Spoof Chip have their Prices entered. 1000 (IMG:style_emoticons/default/nuyen.gif) for the Plate and 500 (IMG:style_emoticons/default/nuyen.gif) for the Chip. Both probably could be added to the Vehicle Mod Listing as well but they do their Part where they are right now as well. |
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#739
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Target ![]() Group: Members Posts: 75 Joined: 4-November 07 From: London, UK Member No.: 14,046 ![]() |
Are you saying that it does not show your knowledge skills on the CharSheet until you actually add a rating to them? That is the way it is supposed to work. If that is not what you meant, then please elaborate. What I mean is, when you spend points on Knowledge Skills, it doesn't show up in chargen until you're spending BP on them. |
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#740
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Target ![]() Group: Members Posts: 6 Joined: 30-July 09 Member No.: 17,451 ![]() |
QUOTE What I mean is, when you spend points on Knowledge Skills, it doesn't show up in chargen until you're spending BP on them. True, something seems to be broken in the Free Knowledge Skill Points Math. It add's them internaly but doesn't show the right amount in the table. Worse, when it reaches the Free Points Limit it starts to count the BP and makes it look as if those where the Free Points (IMG:style_emoticons/default/smile.gif) . As i said prolly just something wrong with what the table should be showing cause internally it counts correctly. |
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#741
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 2,946 Joined: 1-June 09 From: Omaha Member No.: 17,234 ![]() |
I just wanted to throw in a quick post thanking you for all the work you've done on this project. I find the sheet very useful.
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#742
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Target ![]() Group: Members Posts: 11 Joined: 7-January 09 From: France Member No.: 16,744 ![]() |
Hi
Wondering, is there a way to track changes like :
QUOTE QUOTE (yokyok @ Jul 29 2009, 02:58 PM) * [*] bug : dropboxes for positive qualities contain both positive and negative qualities [*] feature request : you can't choose your parangon (tech) whereas you can choose your spirit mentor (mage). That is not a mistake. The entire qualities list is compatible with positive and negative qualities. If after character creation you pick up a few more flaws (enemies, hunted, etc), you can use your positive quality area to fill in those flaws. Likewise, you can put positive qualities in the negative qualities area if you like... the separation is cosmetic only. The only reason the Negative area does not show positive qualities is that chopping the positive qualities out of the list was the easiest way for the negative qualities drop down to show negative qualities first. OK, may be this should be fixed, I'll make some tweak and see if I'can submit you some modifications |
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#743
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Moving Target ![]() ![]() Group: Members Posts: 943 Joined: 24-January 04 From: MO Member No.: 6,014 ![]() |
Ok, For the drugs(all per Dose): ... For the SIN/License: ... Noticed something just now: Under Gear: Category Vehicle Gear Neither the Morphing License Plate nor the Spoof Chip have their Prices entered. 1000 (IMG:style_emoticons/default/nuyen.gif) for the Plate and 500 (IMG:style_emoticons/default/nuyen.gif) for the Chip. Both probably could be added to the Vehicle Mod Listing as well but they do their Part where they are right now as well. Thanks, I will update this on the sheet. What I mean is, when you spend points on Knowledge Skills, it doesn't show up in chargen until you're spending BP on them. True, something seems to be broken in the Free Knowledge Skill Points Math. It add's them internaly but doesn't show the right amount in the table. Worse, when it reaches the Free Points Limit it starts to count the BP and makes it look as if those where the Free Points (IMG:style_emoticons/default/smile.gif) . As i said prolly just something wrong with what the table should be showing cause internally it counts correctly. The way it displays points is the way Blakkie intended it. I will perhaps change the way it shows the free points, maybe that will help? I just wanted to throw in a quick post thanking you for all the work you've done on this project. I find the sheet very useful. Thanks! Wondering, is there a way to track changes like :
There is a cell for modifying the karma that should be added based on breaking up a skill group. My habit is to put both the group and skill on the sheet, then subtract the cost of the skill per the group. IE. Firearms 4, Pistols 6 Skillgroup Expand Karma would be: 22 karma I have not yet found a solution to automate this without adding a whole new sheet for skills (not a good option) or inserting a macro (which only works for excel 2003 users...also a weak solution). IMHO, after having examined the problem from several angles, manually adjusting your karma seems like the simplest solution. OK, may be this should be fixed, I'll make some tweak and see if I'can submit you some modifications I am not sure what part of 'That is not a mistake' you misinterpreted, but the qualities area will not be changed... It is perfect in my opinion. Go ahead and send me changes however... I am willing to accept that my genius is fallible. |
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#744
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Target ![]() Group: Members Posts: 11 Joined: 7-January 09 From: France Member No.: 16,744 ![]() |
QUOTE I am not sure what part of 'That is not a mistake' you misinterpreted, but the qualities area will not be changed... It is perfect in my opinion. Go ahead and send me changes however... I am willing to accept that my genius is fallible. Don't misunderstand me, I meant having both positive and negative in the negative part |
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#745
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Moving Target ![]() ![]() Group: Members Posts: 137 Joined: 16-July 07 Member No.: 12,281 ![]() |
Transgenic treatments have their essence cost reduced by biocompatibility.
The entries for nanocybernetics are the same as for nanoware. In the calculation of the first mod of the vehicle page is a wrong ref which causes all the rating to be ignored. All the vehicle mods which are calculated by body times are set for a fixed amount (bod16). Turbocharger is calculated based on the running accel, not the walking accel. There is no improved economy. The cost for off road suspention is now a fixed amount but is supposed to be 25% of base vehicle cost. Mimic and rocket boosters have no cost. The cost of allergen Immunization is modified by the allergy which is cured. The vision and audio enhancements have no rating. There is no availibility of the vehicle mods. Modular Cyberlimbs do not cost Essence. --> They should as they are a modification of the normal cyberlimbs The BP cost of the knowledge skills is of. The sheet takes 1 knowledge skill point = 1 bp, should be 2 bp. Could you also make a box for selected bonus spirit for the mentor spirit? And could you add the option for weapon accessoires in the weapon sheet? The sheet is becoming even more nice with every version |
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#746
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Moving Target ![]() ![]() Group: Members Posts: 943 Joined: 24-January 04 From: MO Member No.: 6,014 ![]() |
Modular Cyberlimbs do not cost Essence. --> They should as they are a modification of the normal cyberlimbs Could you also make a box for selected bonus spirit for the mentor spirit? And could you add the option for weapon accessoires in the weapon sheet? The sheet is becoming even more nice with every version Umm.. yes they do. Look harder. The change-out limbs do not, but the actual modular limb does. Yeah, you like what I did with Paragons? I should add that for Mentor Spirits. They can... the column is called 'Mods'. Yes, the sheet continues to grow and improve, mostly due to input from folks like you! |
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#747
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Moving Target ![]() ![]() Group: Members Posts: 137 Joined: 16-July 07 Member No.: 12,281 ![]() |
There are two kind of mods of weapons; the mods listed in arsenal from page 149 are different from accessories.
See page 148 modifications vs Accessories in arsenal. Can you differentiate between the different mounts i.e. the top mount, the underbarrel mount and the barrel mount. |
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#748
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Moving Target ![]() ![]() Group: Members Posts: 943 Joined: 24-January 04 From: MO Member No.: 6,014 ![]() |
There are two kind of mods of weapons; the mods listed in arsenal from page 149 are different from accessories. See page 148 modifications vs Accessories in arsenal. Can you differentiate between the different mounts i.e. the top mount, the underbarrel mount and the barrel mount. You can with appropriate modfications. They are listed as 'Lasersight, top mount' etc. |
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#749
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Target ![]() Group: Members Posts: 47 Joined: 8-January 03 Member No.: 3,874 ![]() |
Where is the Complete_Adept_Powers_Table located? I'd like to modify the costs of some of the powers based on the house rules we're using.
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#750
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Moving Target ![]() ![]() Group: Members Posts: 137 Joined: 16-July 07 Member No.: 12,281 ![]() |
Run the macro Developers mode
unhide the data sheets. In the vehicle sheet, the weapon mounts don't show the option for visibility/reinforment And I can't find the drone racks Can you add vehicle weapons to the vehicle page? |
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Lo-Fi Version | Time is now: 9th March 2025 - 04:58 PM |
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