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> Upgraded Character Generator, Updated Generator Based on work from Autarkis and Blakkie
GreyBrother
post Oct 5 2008, 09:45 PM
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Somethings wrong with the Vehicles Tab, there is a large gap
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DamienKnight
post Oct 6 2008, 04:27 PM
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QUOTE (Mishra @ Oct 3 2008, 11:58 AM) *
total after choosing my attributes is the karmacost for increasing the attributes to their final value PLUS the karmacost for increasing the attributs from 1 to their racial minimum (so the Elf's attributes cost an additional amount of 6(Agility 2)+15(Charisma 3)=21 karmapoints).

You are right. I was using a calculation of (cost of raising from 0 to new attribute) - (cost of raising from 0 to build points base), and it needed to be:
(cost of raising from 0 to new attribute) - (cost of raising from 0 to build points base + racial min)
This fix will be available in version 5. Thanks for the help Mishra.

QUOTE (Marduc)
In the Negative qualities list, the quality Lost loved one of runners companion p105 is lacking.

Yes, it seems I missed several Negative qualities from page 105. Added Liar, Lost Loved One, and Mental Handicap from RC p.105. Thanks Marduc.

QUOTE (Greybrother)
Somethings wrong with the Vehicles Tab, there is a large gap

Yep. I was in the middle of revamping vehicles when I had to release a quick fix to ver. 4. This will be fixed in ver 5. For now you can simply select and move cells A57:K100 to cell to cell A9, clicking 'yes' to replace contents of the destination. Sorry about that, it was absentminded of me.
Thanks for pointing that out Greybrother.

I have also found issues with the Skill Group Expand BP/Karma cells Main_Sheet Z13 and Z14. I have made a few fixes to this, and hopefully will have it totally correct in the new version. If any savvy user wants to try and help with this, Goto Format->Sheet->Unhide and unhide the 'Skill Group Savings' sheet. Ideally this will recognize when characters have all skills from a skill group and list karma/BP saved. This should also allow the player to select the group AND the indivdual skills and suggest cost savings appropriately. For example, if you chose 'Sorcery (Group)' of 4, then selected 'Spellcasing' at 5, it should suggest you are saving 16 BP or 22 Karma. This is a very complicated solution and my formulas need fixing. Any suggestions are welcomed.

Other next version features I am working on:
-When scripts are disabled, the sheet becomes operable without scripts.
-More options for race costs (according to house rules in the Charleston SR4 group)
-Vehicle Mods
-Calculated Range and Damage codes for Strength based weapons.

All those interested in helping with testing, please check out the new Initiation section of the Magic sheet. Play with it and let me know of any bugs, or of any suggestions for making it more understandable.

Thanks again to all those who have helped with testing this sheet. Together we can make this sheet bug free and turn it into a really handy tool!
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GreyBrother
post Oct 7 2008, 09:51 AM
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Found a Bug in the Lifestyles Tab. It won't count some Handicaps and Qualities.
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Kairo
post Oct 7 2008, 01:21 PM
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QUOTE (GreyBrother @ Oct 7 2008, 03:51 AM) *
Found a Bug in the Lifestyles Tab. It won't count some Handicaps and Qualities.


Everything in that tab works just fine in my worksheet, so something must have gotten lost in translating it to DamienKnight's worksheet.


*EDIT* I looked into DamienKnight's worksheet and the problem seems to be the array for Negative Qualities.
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DamienKnight
post Oct 7 2008, 01:56 PM
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QUOTE (GreyBrother @ Oct 7 2008, 04:51 AM) *
Found a Bug in the Lifestyles Tab. It won't count some Handicaps and Qualities.

Good catch. The Negative Qualities for lifestyles name had the wrong range. Fixed, and tweaked the formatting of the page a bit.
Thanks for the help GreyBrother, and thanks again for the sheet Kairo.
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Kairo
post Oct 7 2008, 03:26 PM
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No problem man. As I told Feshy when I was working with him: I'm just glad to help out.
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Xerxos
post Oct 9 2008, 02:54 PM
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Three things:
1)
in CharSheet!T7 [...]Cyber/Bio (";Cyberware_Bioware!M88;")"[...] should be Cyber/Bio (";Cyberware_Bioware!M33;")"

2) The living persona for Technomancers should be on the Technomancer sheet (like in "sr4chargenbasebeta7c_living_persona" on Drop.io)

3) armor modifications list incomplete
(error in Armor_Mod_List? it's =Gear_Data!$BC213:$BC32 should probably be =Gear_Data!$BC213:$BC3)

EDIT: 4) Oh, and Synaptic Booster don't cost as much essence as they should for rating 2-3
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Bobson
post Oct 10 2008, 04:55 PM
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Choosing an armor on the Armor grid with availability R causes errors, because 16R isn't a valid number for the MAX() function ($Gear!$J22).


Also, it looks like the Mystic Armor adept power doesn't factor into base damage resistance. I think it probably should, since it's generally on.
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DamienKnight
post Oct 10 2008, 05:21 PM
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QUOTE (Xerxos @ Oct 9 2008, 09:54 AM) *
Three things:
1)
in CharSheet!T7 [...]Cyber/Bio (";Cyberware_Bioware!M88;")"[...] should be Cyber/Bio (";Cyberware_Bioware!M33;")"

2) The living persona for Technomancers should be on the Technomancer sheet (like in "sr4chargenbasebeta7c_living_persona" on Drop.io)

3) armor modifications list incomplete
(error in Armor_Mod_List? it's =Gear_Data!$BC213:$BC32 should probably be =Gear_Data!$BC213:$BC3)

EDIT: 4) Oh, and Synaptic Booster don't cost as much essence as they should for rating 2-3

Good catches. All fixed and Living persona on Technomancer page added. Thanks for the specific cell locations and formula changes, that made it really easy!
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Bobson
post Oct 10 2008, 07:12 PM
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I think Initiation isn't adjusting the magic rating limit appropriately. I tried to fix, but it threw off the BP costs. :/
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Cabral
post Oct 14 2008, 03:41 AM
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DamienKnight, is it possible that you could use fewer macros? (Maybe you are already working on this) I began stripping them out because they don't work outside of Excel. I haven't found a good way to convert them yet.

I got a fair chunk into replacing macros and variable references with standard function calls and lookups in version 3 when you released version 4 so I'm trying to wait for a more "final" release before digging in again.

As an example, I replaced the checkboxes with dropdown lists (done through data validation).

You can't really do a dice roller without macros, but that doesn't mean the spreadsheet needs to be dependent on them for its basic functionality.
If this sounds like something you'd be interested in trying, I'd be happy to help.

It's not that I particularly dislike macros (I use them heavily at work), I just use OpenOffice at home partially so I don't need to pay Microsoft and partially because it installs on my U3 USB Drive. (IMG:style_emoticons/default/biggrin.gif)
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Yassum
post Oct 14 2008, 09:35 AM
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Hi, great work !


I noticed some little errors
1 in Main_sheet:
Z12 should be =SOMME(Z2:Z6)+SOMME(Z8:Z10)+SI(Karma_Build_System;Z7;SI((Z7+AA7)>0;2*(Z7+AA7);0))+SI(Free_Contacts_House_Rule;SI((Z11+AA11)>0;Z11+AA11;0);Z11)-SI(Karma_Build_System; Z14; Z13)
1 in the cyberpart :
E11 should be =SI(ESTERREUR(EQUIV("Cyberware Compatability (au)";Main_Sheet!$V$33:$V$46;0)); FAUX; VRAI)
It also seems that AJ12 isn't working well when Karma system is selected

Thanks again
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Ryu
post Oct 14 2008, 02:12 PM
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QUOTE (DamienKnight @ Oct 6 2008, 06:27 PM) *
I have also found issues with the Skill Group Expand BP/Karma cells Main_Sheet Z13 and Z14. I have made a few fixes to this, and hopefully will have it totally correct in the new version. If any savvy user wants to try and help with this, Goto Format->Sheet->Unhide and unhide the 'Skill Group Savings' sheet. Ideally this will recognize when characters have all skills from a skill group and list karma/BP saved. This should also allow the player to select the group AND the indivdual skills and suggest cost savings appropriately. For example, if you chose 'Sorcery (Group)' of 4, then selected 'Spellcasing' at 5, it should suggest you are saving 16 BP or 22 Karma. This is a very complicated solution and my formulas need fixing. Any suggestions are welcomed.


Since you have already invested a ton of energy into making this better, I´ll go ahead and suggest a very extensive change if I may.

Have a separate skill sheet, with all active skills, and a column for "group disbanded at".

The disbanded field can be highlighted once one of the separate skills is higher than its non-zero skillgroup. Once you´ve safely tucked away the info, calculation gets a bit easier.

The group name can be highlighted once the groups next level costs less than the cost for having increased the individual skills: =Sum(if("skill ratings"-group rating>0;1;0)) as a matrix formula(Ctrl+Shift+Enter, you break it if you change it and forget), greater than 2 = highlight. How large is the saving of another group level? (Same Formula-2.5)*(current group rating +1) * 2.
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DamienKnight
post Oct 15 2008, 12:19 AM
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QUOTE (Bobson @ Oct 10 2008, 11:55 AM) *
Choosing an armor on the Armor grid with availability R causes errors, because 16R isn't a valid number for the MAX() function ($Gear!$J22).


Also, it looks like the Mystic Armor adept power doesn't factor into base damage resistance. I think it probably should, since it's generally on.


Good point. I have left out Availability types on this sheet elsewhere, so I removed them out of armor mods. If you already have the item, the availability type is irrelevant... availability ratings are there to point out Disallowed availability on new characters.

Damage resistance is listed as ' + Armor' indicating that you have to calculate armor based on what they are currently wearing. Since mystic armor is a type of armor, and is already listed at its rating in the adept powers area, I see no need to use up one of the armor spots putting mystic armor on the sheet twice. I am not going to automatically calculate armor values at any point since armor varies depending on what characters are wearing. Also, i cannot add Mystic armor to damage resistance because it is armor, not DR, so it functions differently.

QUOTE (Cabral)
DamienKnight, is it possible that you could use fewer macros?

Version 5 is a little more Non-Macro friendly. Basically the checkbox switches T/F cells are revealed now, so players can manually change them. If macros are enabled, the checkboxes are moved on top of the T/F cells to hide/replace them. Also, all non-data sheets are set to visible now, and are only hidden after macros are enabled, and if macros are on, all non-data sheets are revealed as the sheet is closed.

Just to clarify, nothing on the sheet 'depends' on macros. Hiding/revealing sheets is automated by macros. T/F cells are triggered by check boxes. Dice rollers are a neat tool, but unecessary for use in the sheet. Simply choose 'disable macros' in version 5 and the sheet should work fine.

QUOTE (Yassum)
I noticed some little errors
1 in Main_sheet:Z12
...
1 in the cyberpart : E11

I am not sure what you are going for with Z12 in the Main sheet, your syntax is different than mine. I have made changes to this with ver5 though, so hopefully it will fix your issue.

I saw i had the Quality misnamed in the Cyberpart T/F cell. Fixed it.

QUOTE (Ryu)
I´ll go ahead and suggest a very extensive change if I may.

Perhaps I am groggy from lack of sleep, but I am not really grasping what you are suggesting here. Perhaps you could create a simple example spreadsheet to demonstrate?

As far as I can figure, the only way to break skill groups up automatically while keeping them in the same place on the Main_Sheet is with a script. It is doable, and I have a plan for it, but since most users cannot use scripts I am putting this at a low priority. I do not want to make a new page for skills. I think players should be able to spend most of their starting BP on one page, it makes balancing things out alot easier.

And with that, I believe I am ready to release v.5
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Ryu
post Oct 15 2008, 12:26 AM
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I would create a separate set for skills - no great magic there, just a bit more of comfortable space. The Main_Sheet is pretty filled right now, I would not put even more data there.

Then you could have a complete skill list that can take direct user input.
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DamienKnight
post Oct 15 2008, 12:29 AM
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Version Beta 5c

Features:

- Fixed Karma cost problems
- Fixed Skill Group recommendation sheet
- Fixed various other errors in formulas
- Added Vehicle Mods to Vehicles page
- Hid Form tools, Added Open/Close scripts to show/hide them. Moved booleans to a more visible area, effectively making the sheet easier to use when scripting is disabled.
- Added Immersion and living persona attributes on Technomancer Page
edit
- Fixed knowledge skills/spec cost
- Fixed maximum Magic/Resonance based on Initation/Immersion Grade
- Fixed Essence loss affecting magic, added automatic 1 point essence loss for infected
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Yassum
post Oct 15 2008, 08:35 AM
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What I meant is, in Z12 your formula for the cost of knowledge skills works well in the normal system. But it adds twice the normal cost of those skills if you use the karma system, that's why I added another SI(Karma_Build_System...) in my formula for Z12.

The other error was indeed the misnamed quality.
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DamienKnight
post Oct 15 2008, 10:05 AM
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QUOTE (Yassum @ Oct 15 2008, 03:35 AM) *
What I meant is, in Z12 your formula for the cost of knowledge skills works well in the normal system. But it adds twice the normal cost of those skills if you use the karma system, that's why I added another SI(Karma_Build_System...) in my formula for Z12.

The other error was indeed the misnamed quality.

Does the knowledge skill point cost look right to you in version 5?
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Yassum
post Oct 15 2008, 10:49 AM
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Nope, it still doubles the cost of knowledge skills, even in version 5 their cost is on par with those of active skills.
(It works well in the build point system, it's just a bug while using the karma build system)

Also while in karma build system, it seems the specialisation of active skills is free instead of costing 2 karma points.
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Ryu
post Oct 15 2008, 11:37 AM
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Main_Sheet Z6 needs to be =IF(Karma_Build_System; SUM(AO18:AP46); SUM(AM18:AN46;AV18:AV23;AV25:AV30)), then active skill specs are added under the karma system.

The knowledge skill karma costs need to reference your "Complete Karma Table" Column1, not Column2.
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DamienKnight
post Oct 16 2008, 03:35 PM
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Ok, I found the problem. I was thinking knowledge skills were correct because they were correctly displayed in Z7 (using column 2 of the karma table, which is correct, because column 1 is the index column).

The problem was where they were being added to the total, which first adds your free knowledge points (0 in karma system) then multiplies by 2. It now only does that with the BP system, and in the karma system simply adds the number from Z7 to the final cost.

Also, I confirmed that the karma paid specializations of knowledge skills were not being added in. Using a COUNTA function I added these costs in.

Here is a link to version Beta5c, which fixes knowledge skills.
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Bobson
post Oct 16 2008, 05:06 PM
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QUOTE (Bobson @ Oct 10 2008, 03:12 PM) *
I think Initiation isn't adjusting the magic rating limit appropriately. I tried to fix, but it threw off the BP costs. :/


I figured out how to fix this.
Main_Sheet, cell P11: =IF(L11="",0,6+AM11+Magic!R34)
Main_Sheet, cell AN11: =IF(M11>0,(M11-1)*10+IF(M11=P11-Magic!R34,15),0)

Probably need to do something similar for Technomancer immersion, but I haven't looked at that.
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DamienKnight
post Oct 16 2008, 06:52 PM
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Sorry Bobson, I did not notice your first post. You are correct, Initate_Grade and Immersion_Grade are not being calculated into the maximum magic attribute.

I labeled your initiate grade (determined on magic page) as Initiate_Grade, and did the same with Immersion_Grade on the Technomancer page. I then updated the formula on Main_Sheet to add in Initiate_Grade if you are a Magic Type character, or add in Immersion grade if you are a technomancer type.

Here is Beta5c
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Bobson
post Oct 16 2008, 07:13 PM
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QUOTE (DamienKnight @ Oct 16 2008, 02:52 PM) *
Sorry Bobson, I did not notice your first post. You are correct, Initate_Grade and Immersion_Grade are not being calculated into the maximum magic attribute.

I labeled your initiate grade (determined on magic page) as Initiate_Grade, and did the same with Immersion_Grade on the Technomancer page. I then updated the formula on Main_Sheet to add in Initiate_Grade if you are a Magic Type character, or add in Immersion grade if you are a technomancer type.

Here is Beta5b

You missed the change to AN11 - without that, once you initiate/immerse you get back the 25BP penalty for maxing a stat at chargen.

Thank you for all the time and effort! It's great to have a charsheet that's improving so quickly.
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DamienKnight
post Oct 16 2008, 08:42 PM
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QUOTE (Bobson @ Oct 16 2008, 02:13 PM) *
You missed the change to AN11 - without that, once you initiate/immerse you get back the 25BP penalty for maxing a stat at chargen.

Thank you for all the time and effort! It's great to have a charsheet that's improving so quickly.


Good point Bobson.

Something else I realized while working on this... Essence loss does not effect magic on the sheet, and infected are not suffering from their 1 point of automatic essence loss!

Initiation and Essence loss are now correctly calculated as of 5c, which you can get here.
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