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> Upgraded Character Generator, Updated Generator Based on work from Autarkis and Blakkie
DamienKnight
post Nov 6 2009, 10:41 PM
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QUOTE (WhiteReaper @ Nov 6 2009, 03:09 AM) *
some of the technonamcer's echos are should be takeable multiple times: swat twice, accelerations three times, living ECM more often for a +1 each time
the effeckt of advanced overlocking isn't shown/calculated ( 2nd +1 to response and IP in VR)


I started working on this when Cloud pointed out some huge formatting issues with the Armor on CharSheet. I released version 1c just now (link in my sig). Sorry about that peoples.

On the bright side, I had fixed the problem with Advanced Overclocking after reading this post, so that is fixed in 1c. I will look into the other echo issues for version 1d, which hopefully will not be released anytime soon (IMG:style_emoticons/default/smile.gif)


QUOTE (yokyok @ Nov 6 2009, 03:27 PM) *
AWESOME
I was really waiting these hacking enhancement. Ill make some comments soon I was working on some improvment like these on a custom version but had still problem to fix. That's really good news (cleaner version than mine).
THANX again for your wondefull work.

Always glad to implement suggestions from the community. Thanks for the positive feedback yokyok.

QUOTE (WhiteReaper @ Nov 6 2009, 05:33 PM) *
gear, odds&ends , smart pack has no cost (should be 500)

Updated Gear_Data in the next version. Thanks, its always helpful to have such specific suggestions.
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yokyok
post Nov 7 2009, 02:42 PM
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OK I read the following after writing it, it's a bit crapy but I'm struggling with my two children and my head we'll soon blow (IMG:style_emoticons/default/wobble.gif) so I won't be able to do better or clearer for now.

I supposed you already planned to had things for these, I'll make some list anyway, these were my thoughts when trying to build my custom version

Software comes from different source, with rule impacts :
* cracked
* legal
* military
* programmed
both military and programed software may be have rating > 6 (=> option number > 3)
legal programs are updated (let's consider military grade as legal programs) others are regularly dwngraded due to deprecated algorithm (=> deprecation should be somehow tracked)
legal programs comes with free copy protection and registration option (=> again option number > 3)
SR4CG_DK_1a_custom_hacking.xls
programs can be infected with virus

Agent may have options

The multiple options and virus means you might want to have multiple version of the same software.
You also might want to have dedicated software for you agents.

Programmes can come as bundles. Bundles mean some programmes can be discounted when bought together
Programmes can come as suites. Suites might be discounted and me must also be well identified in the printable charsheet as all suites programmes are loaded together.

the result of these thoughts were the following sheet it's a bit messy (hope it's readable enought) but I hope it will give ideas to furthermover cover unwired rules.

SR4CG_DK_1a_custom_hacking.xls

(in this sheet the new tabs are HackingU, HackingU_data, the cost are not linked and a charsheet is generated in the charsheet tab)




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Vittek
post Nov 7 2009, 04:54 PM
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Some more questions:
- How do you specify Autosofts?
- When you deselect Karma Build System, the optional rule for 5 karma per rating for attribute increase disappears. Please see if you can keep this, as it is one of the errata made 'canon' in SR4A.

Thank you again for your wonderful work.
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Taral
post Nov 8 2009, 03:39 AM
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Minor bug: Bound spirit services in karmagen cost 2 Karma/service. The sheet is using 1 Karma/service.
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Dakka Dakka
post Nov 8 2009, 07:21 AM
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The new Outfit system does not work as it should. I added FFBA Full Suit, Aces High Jacket and all PPP parts except the helmet. This Ensemble should give 11/9 armor and encumber like 8 armor. The CharSheet displays 10/7[8] in X11. Furthermore the Cells X12 through X15 display armor values of the parts of the ensemble and X16 displays 1/11

If you want to use additional mods on a melee weapon, the CharSheet displays (add mod) instead of the actual mod.

I have a suggestion for the Weapons part of the CharSheet. Maybe you could put the actual penalties for ranges greater than short next to the distances of such ranges instead of into the heading. e.g. 5-15 (-1) With this you could show the reduced penalties if an improved range finder is used. Also according to SR4A the penalties are -1, -3, -6 for medium, long and extreme ranges.
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DamienKnight
post Nov 9 2009, 06:14 AM
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QUOTE (Vittek @ Nov 7 2009, 11:54 AM) *
Some more questions:
- How do you specify Autosofts?
- When you deselect Karma Build System, the optional rule for 5 karma per rating for attribute increase disappears. Please see if you can keep this, as it is one of the errata made 'canon' in SR4A.

Autosofts are purchased on the Vehicle page, as they are specific to a type of drone.

When not using the Karma Build system, the optional rule for 5 karma per attribute is hidden, but does not disappear. You can simply enable the 5 karma/attribute option, then switch back to the BP system.

Since I added that rule, I have been releasing the sheet with the 5 karma system on as a default, and with the BP system selected. In the latest release I did not follow that routine, but intend to in the future.

It is a good point to separate the 5 karma/attribute rule from the Karma Build System section, as it affects attributes in both Karma Build and BP build systems.

QUOTE (Dakka Dakka)
The new Outfit system does not work as it should. I added FFBA Full Suit, Aces High Jacket and all PPP parts except the helmet. This Ensemble should give 11/9 armor and encumber like 8 armor. The CharSheet displays 10/7[8] in X11. Furthermore the Cells X12 through X15 display armor values of the parts of the ensemble and X16 displays 1/11


There were a few problems with Outfits. The biggest was the stack code I gave to PPP pieces. At the time I did not realize they stacked on top of existing armor. I modified the Outfits to calculate them in like Shields... they add directly to armor and encumberance, and you can have as many PPP/Shields/etc. as you want. Unfortunately, this means someone could accidentally illegally stack 2 of the same piece of PPP gear, but I will depend on GM's and Players to police that.

I will release the fixed version as soon as possible.
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Brooks G. Banks
post Nov 11 2009, 03:36 AM
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I've made some fixes to the 1c version of the sheet, specifically with Martial Arts not having Tae Kwon Do (and it's relatives) in the Complete_Martial_Arts_Maneuvers_Table, and also on the Vehicle sheet (fixed the conditional formatting for column Q so that it will go from hatched to not hatched if you select a mod that allows for multiple ratings in the same way columns L and G do; added a calculation to add the Turbocharger speed modifications to the listed speed (base/running) based on Turbocharger Rating; fixed the issue with all the tires where an assumption was made that all tires were in lots of 4, instead of being available for motorcycles and unicycles by adding a column to the Complete_Vehicles_Data table for # of tires and changing the calculations from mods to include these calculations in the same way that it calculates ratings based on Body/Speed/etc).

If the developer is interested in getting this version of the sheet from me, just provide me with an email to send it it.

Brooks
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DamienKnight
post Nov 11 2009, 05:00 PM
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QUOTE (Brooks G. Banks @ Nov 10 2009, 10:36 PM) *
I've made some fixes to the 1c version of the sheet, specifically with Martial Arts not having Tae Kwon Do (and it's relatives) in the Complete_Martial_Arts_Maneuvers_Table, and also on the Vehicle sheet (fixed the conditional formatting for column Q so that it will go from hatched to not hatched if you select a mod that allows for multiple ratings in the same way columns L and G do; added a calculation to add the Turbocharger speed modifications to the listed speed (base/running) based on Turbocharger Rating; fixed the issue with all the tires where an assumption was made that all tires were in lots of 4, instead of being available for motorcycles and unicycles by adding a column to the Complete_Vehicles_Data table for # of tires and changing the calculations from mods to include these calculations in the same way that it calculates ratings based on Body/Speed/etc).

If the developer is interested in getting this version of the sheet from me, just provide me with an email to send it it.

Brooks


Thanks for the awesome suggestions. I have already begun development on version 1d, so I had to manually implement your suggestions. Only thing I did different is with tires. I reduced the base price to be 1 tire, than upped their max rating to 18. Players can select a rating = number of tires on the vehicle.

On a side note, when testing this change I realized that the vehicle description was not adding up properly. Now fixed in 1d.
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Brooks G. Banks
post Nov 11 2009, 05:33 PM
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QUOTE (DamienKnight @ Nov 11 2009, 12:00 PM) *
Thanks for the awesome suggestions. I have already begun development on version 1d, so I had to manually implement your suggestions. Only thing I did different is with tires. I reduced the base price to be 1 tire, than upped their max rating to 18. Players can select a rating = number of tires on the vehicle.

On a side note, when testing this change I realized that the description was not adding up properly. Now fixed in 1d.


I had thought to go that route initially, but wasn't sure I wanted to get into how the sheet was using Ratings to do the multiples and how to get the cell to unhatch. Of course, later I round that the third column of mods weren't unhatching the rating cells either and fixed that, so I wound up working with that anyway.

Question: How did you implement the Turbocharger feature to mod the base/running speeds of the vehicle? I'm wondering if you came up with a better solution than I did (which was to add two new fields in the calculations section, one to calculate the addition to base speed and one to calculate the addition to running speed, then adding each cell to the formula for speed).

Awesome sheet, btw. I especially love the macro you wrote to switch the sheet from development to production layouts. I'm creating a sheet for Earthdawn, and also created one for WitchHunter, and that was the single biggest pain, having to remember to make all the pertinent changes to the sheet for releasing the sheet into use.

Another question... Are you considering adding sheets for Gear/Armor/Weapons like you have for vehicles? The main character sheet really doesn't have as much room for that stuff as I'd like, personally. Of particular interest is a weapons sheet that lists all the mods, etc, and also lists the relevant skill and dice pool for use, taking into account thinks like specialization, weapon foci, martial arts maneuvers, etc. I can see how that would be a huge undertaking, of course.

Oh, and is there anything in particular you'd like or need help with on the sheet?
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Nightfalke
post Nov 12 2009, 12:13 AM
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One quick thing...

You can't buy multiple commlinks without entering them in manually.
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Tachi
post Nov 12 2009, 01:58 AM
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Was playing with 1c again... I don't think Adapsin is actually affecting Essence loss from Cyber... Just an FYI.
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tyvar
post Nov 12 2009, 09:59 AM
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I've run into a problem with armor stacking on 1c. Seems every time I create an outfit, instead of showing the proper values for Ballistic/Impact, on the character sheet.it is just repeating the values for Ballstic.

For example armored clothing with a lined coat is displayed on the character sheet as 10/10 [10] when it should be 10/4 [10]

Is this problem limited to me or is this a new bug?
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Dakka Dakka
post Nov 12 2009, 02:35 PM
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I can confirm that armor is still wonky. The outfit I mentioned earlier comes up as 10/10 [7] when it should be 11/9 [8].
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DamienKnight
post Nov 12 2009, 10:54 PM
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QUOTE (tyvar @ Nov 12 2009, 04:59 AM) *
I've run into a problem with armor stacking on 1c. Seems every time I create an outfit, instead of showing the proper values for Ballistic/Impact, on the character sheet.it is just repeating the values for Ballstic.

For example armored clothing with a lined coat is displayed on the character sheet as 10/10 [10] when it should be 10/4 [10]

Is this problem limited to me or is this a new bug?

QUOTE (Dakka Dakka @ Nov 12 2009, 09:35 AM) *
I can confirm that armor is still wonky. The outfit I mentioned earlier comes up as 10/10 [7] when it should be 11/9 [8].


QUOTE (DamienKnight @ Nov 9 2009, 01:14 AM) *
There were a few problems with Outfits. The biggest was the stack code I gave to PPP pieces. At the time I did not realize they stacked on top of existing armor. I modified the Outfits to calculate them in like Shields... they add directly to armor and encumberance, and you can have as many PPP/Shields/etc. as you want. Unfortunately, this means someone could accidentally illegally stack 2 of the same piece of PPP gear, but I will depend on GM's and Players to police that.

I will release the fixed version as soon as possible.


These problems are fixed in 1d.
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DamienKnight
post Nov 12 2009, 11:26 PM
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QUOTE (Brooks G. Banks @ Nov 11 2009, 12:33 PM) *
Question: How did you implement the Turbocharger feature to mod the base/running speeds of the vehicle? I'm wondering if you came up with a better solution than I did (which was to add two new fields in the calculations section, one to calculate the addition to base speed and one to calculate the addition to running speed, then adding each cell to the formula for speed).

I did not want to add more columns to the calculations (vehicle columns are a pain because they are split into 3 instances for each column of upgrades).

Since this only applies to Turbochargers, I added a turbocharger cell for each vehicle. It looks for the word 'Turbocharger 1', 'Turbocharger 2' etc. in the mods description, and gets the MIN of Vehicle Body, Turbo1, Turbo2, Turbo3,Turbo4. I then add 5*Turbo to base accel, and 10*Turbo to the Base Running. (Applied after calculating mods costs for ones based on speed, and before multipling by acceleration modifier).

QUOTE (Brooks G. Banks @ Nov 11 2009, 12:33 PM) *
Awesome sheet, btw. I especially love the macro you wrote to switch the sheet from development to production layouts. I'm creating a sheet for Earthdawn, and also created one for WitchHunter, and that was the single biggest pain, having to remember to make all the pertinent changes to the sheet for releasing the sheet into use.

Thanks. It has saved me a lot of time. Let me know if you need any help implementing that macro in your Earthdawn and WitchHunter sheets.

QUOTE (Brooks G. Banks @ Nov 11 2009, 12:33 PM) *
Another question... Are you considering adding sheets for Gear/Armor/Weapons like you have for vehicles? The main character sheet really doesn't have as much room for that stuff as I'd like, personally. Of particular interest is a weapons sheet that lists all the mods, etc, and also lists the relevant skill and dice pool for use, taking into account thinks like specialization, weapon foci, martial arts maneuvers, etc. I can see how that would be a huge undertaking, of course.

Yes. I will probably merge gear and Armor to one Printable Page, and Weapons to their own printable page.

QUOTE (Brooks G. Banks @ Nov 11 2009, 12:33 PM) *
Oh, and is there anything in particular you'd like or need help with on the sheet?

Yes! The categories for Items are set by the way the book organizes them. This is great for small tables in a book, but does not work well for hunting down items via the category filter on the spreadsheet. I want to reorganize the gear into fewer groups, and make it easier to look up gear. Suggestions for this would be appreciated, and if you wanted to create a list of Category/gear name it would even more.
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DamienKnight
post Nov 14 2009, 12:33 AM
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http://www.mediafire.com/?zm3qzmm2jnk


Version 1d

- Cleaned up Outfits. Sorry for the broken release!
- Added Martial Arts manuevers to Active Skills list on CharSheet
- Updated sheet to calculate in Linguistics (quality) and Mneumonic Enhancers for language ratings and bonuses
- Turbochargers now calculate in to Vehicles accel/Running
- Added many more modifications for Armor
- Created context sensitive armor mod dropdowns. Now mods will only display if they are compatible with the gear you are putng them on
- Added functionality to '(mods)' selection. Now it really reacts to the item listed above it.
- Created abbreviations for all armor mods. Now whenever an item is part of the outfit, the mods will display on the CharSheet as abbreviations (fit it all on one page!)
- Implemented Suit Capacity system for Urban Suit, Body Armor, Helmets and Military suits
Non-suits will use the Max armor x 1.5 worth of ratings still
Suits now have capacity, and will reflect that in their calculations (See Arsenal for details)
- Many minor tweaks on the 'Main' Page
- Removed auto display of Granite Shell, Mystic Armor, etc. Now selectable from Armor list if you have them.
- Mods on Pants/Torso will only calculate a perent of Fire/Noncon/Therm Dampening etc. Pants 2/5, torso 3/5.

Enjoy!
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Marwynn
post Nov 17 2009, 04:23 PM
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Awesome work DamienKnight! Thank you so much for this.
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Vittek
post Nov 17 2009, 04:56 PM
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QUOTE (DamienKnight @ Nov 13 2009, 12:26 AM) *
Yes! The categories for Items are set by the way the book organizes them. This is great for small tables in a book, but does not work well for hunting down items via the category filter on the spreadsheet. I want to reorganize the gear into fewer groups, and make it easier to look up gear. Suggestions for this would be appreciated, and if you wanted to create a list of Category/gear name it would even more.


Foreword: Personally I don't think changing the categories would be the way to go, you have been strict in following the books and that pays in the long run, I think ("so this is listed under X, why can't I find it on the sheet?... why, why did they move it in that category and not in the other one??")
I think the right way to go is adding a page wich lists the equipment, so with a simple Search you can discover its category if you really can't find it.

Still, I'm sure you've followed the category names even more strictly than the people writing the books, so I recognize there is a need to unify some categories.
That said, I have compiled a list categories I would merge or rename, plese check it very well before applying it - actually, I would not be surprised if you'd discard some or all of my suggestion.
Sorry, it is a bit long, here it comes:

Merge anti-MAD system and Communications, name it Electronic Warfare
Merge ammunitiion per 10, misc ammunition per 10 and grenade in ammo&granades
Merge the two ARE categories, name of your choosing
Rename Biotech: Medical
Merge CHem-Sniffer in Chemtech. Consider merging Chemtech in Medical.
Rename Combat Chemical in Chemical weapons
Merge Commlink Accessory and Commlink Modules
Merge Data Software in Programs
Merge Acrtic Survival Equipment and Desert Survival Equipment in Survival Gear
Merge DocWagon Contract and ID/Credsitcks in ID/Credsticks/contracts
Take the Electronics category and disassemble it, for ex Jammers go into Electronic Warfare, and so on.
Merge Electronics Options in Electronic Warfare
Merge Enchanting Tools, Fetishes, Foci, Focus Formulae, Magical Goods, Magical Supplies, Metamagic Foci in Magical (or Mage's) equipment.
Merge Explosives per Kilo, accessories and detonators in Explosives
Delete Firearm Accessories, they should be on the Weapons page. Or at least merge them with Weapons Accessories (which, by the way, don't work)
Merge Grapple Gun in B&E Tools
Merge Magical Compounds in Compunds (same for drugs)
I have no idea what Magnetic Diffusion Shielding is (BTW, Sheilding is spelled wrong (IMG:style_emoticons/default/smile.gif) )
Merge Misc. Electronics in Electronics
Merge Missile and Mortar Rounds, maybe merge them in ammo&granades
Merge MSPs in Subscriptions. Consider moving DocWagon from ID/cred to Subscriptions. Also, it would be wonderful to take away all subscription from the gear listing and adding them to the Lifestyle section, so you know how many months you've paid/used and so on.
Merge Nexus H/S and Pre-packaged.
Merge Camping Gear in Odds&Ends.
I have no idea what PAB units are.
Merge Parachutes in Odds&Ends
Merge Passkeys to Security Devices
Peak Discharge batteries?
Merge Photographic Equipment with Odds&Ends
Merge Reacoil Accessories to whatever you did with Firearm Accessories
Merge Restraints with Odds&Ends
Merge RFID Tags per 20 to Electronic Warfare
Road Strips?
Add Rockets to whatever you did to Missiles
Merge Security Devices to Security Equipment
Add Sensor Package and Sensor software to Sensors
Add Simsense to Commlink Accessories
Add Skillsoft Clusters to Skillsofts
Add Slap Patches to Medical
Software/Chip?
Add Space Gear to Survival Gear
Add Special Tires in Vehicle Gear
Add Spell Formula to Magical (or Mage's) Equipment
Spy Toys?
Add Storage Media to Commlink Accessories
Add Tactical Software to Programs
Add Tools to Odds&Ends
Add Toxic Environment Grar to Survival Gear
Toxins?
Add Underwater Gear to Survival Gear
Utility Chemicals? Odds&Ends, probably
Merge Vision Wear, Vision Wear Enhancement, Audio Enhancer in Wear.
Delete Weapon Accessories or at least fix them.
Add Wireless Negation to Electronic Warfare.
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Tachi
post Nov 18 2009, 12:24 AM
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Damn Vittek... If he adds all that, where's he supposed to put the kitchen sink? (IMG:style_emoticons/default/nyahnyah.gif)

1d... Adapsin still not calculating correctly with cyber... just a heads up.
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Sengir
post Nov 18 2009, 05:54 PM
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A small suggestion: could you add an option to automatically set the avaiable money according to how much money is spent? You don't select how much BP to spend on skills and then distribute them, so why take that complicated route when it comes to cash?
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DamienKnight
post Nov 20 2009, 08:14 PM
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QUOTE (Sengir @ Nov 18 2009, 12:54 PM) *
A small suggestion: could you add an option to automatically set the avaiable money according to how much money is spent? You don't select how much BP to spend on skills and then distribute them, so why take that complicated route when it comes to cash?


There are two nuyen fields. One calculates based on money spent, and can be tweaked if you reflect expendatures/gains withing the Karma page.

The second one is for manual nuyen tracking. If you enter any value into it, it will grey out the automatically tracking number. In this way, you can disregard the sheet and manually track your money.

I personally prefer to manually track my money, as it is a pain to track money spent on used gear. Some players in my group prefer to allow the sheet to automatically track their money, and just factor their expendatures in to the 'Nuyen' column of the Karma Log. Ie. They are paid 10,000 for a job, but have to spend 545 dollars during the run (bribing, replenishing ammo, etc). When they make an entry for the run on the Karma Log, they put the nuyen gained as '9,455'. Now the number in the sheet reflects their current dollars.

The trick to this is, any time you remove a piece of gear, or replace it, you have to note the cost of the item removed from your gear section. Also, any time you find an item during a run (acquire it for free) and enter it into your run, you have to note the price and add it to your end-run tally so the item on your sheet does not offset your cost. Alternatively, you can manually enter the item's data in the Custom Item area, and set its price to 0, representing the fact that it cost you nothing to get it.
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Dakka Dakka
post Nov 21 2009, 12:41 AM
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Armor stacking is not calculated correctly in 1d. The outfit I tried (FFBA full Suit (6/2), all PPP except Helmet (2/4), Aces High Jacket (3/3)) comes up as 10/6 [7]. Since all items stack and FFBA only encumbers half, it should be 11/9 [8]
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Sengir
post Nov 22 2009, 06:58 PM
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Right, I didn't think beyond the initial character generation. Having the stats change during gameplay would be a rather bad idea...
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DamienKnight
post Nov 23 2009, 01:36 AM
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QUOTE (Dakka Dakka @ Nov 20 2009, 07:41 PM) *
Armor stacking is not calculated correctly in 1d. The outfit I tried (FFBA full Suit (6/2), all PPP except Helmet (2/4), Aces High Jacket (3/3)) comes up as 10/6 [7]. Since all items stack and FFBA only encumbers half, it should be 11/9 [8]


Gah. I tested that combination and had it working. It seems at some point I flubbed it when copying formulas across the column for 'A'dd type armor. Most armors calculate only the highest piece. For example, if you wore two jackets, only the highest would count because it is not supposed to stack.

Basically there are Legs, Torso, Body, Overbody, Head, Formfitting, Military and Add types of armor. Legs and Torso Stack with each other, Overbody, head and formfitting, but not with Body. Only the highest of either Body or Legs+Torso is applied.

Military armor does not stack with anything except helmets or Add type armor. 'A'dd type armor is used for tracking PPP tech and Mystic Armor. It seems when tweaking the new 'A'dd column, I accidentally let the 'MAX' function in, instead of SUM.

You can fix your copy of 1d by unlocking the Gear page, setting Column and Row headers to show, then unhide the columns to the right of where you select armor. There are two categories you need to fix, 'Ballistic' and 'Impact' Find the Column labelled 'A' on each, and find the row that is tallying up your outfit for you (should be the first piece of armor that is in your outfit). Set its 'A' column formula to use 'SUM' instead of 'MAX'. That fixed it for me. Since it is using Range math, you need to press 'Ctrl + Shift + Enter' after you have changed the formula (instead of just Enter). This will let OO and Excel know to perform the search against a range of numbers, instead of just comparing one single cell to another single cell.

I will be releasing a new version soon (Probably Tuesday night) with revised Gear Categories. I will make sure that PPP tech armor is working properly in that release.
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bmcoomes
post Nov 23 2009, 08:59 PM
Post #950


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I'm running some numbers on the armor stacking.
Aces High Jacket (3/3) [3]
FFBA full suit (6/2) [3]
PPP leg&arm castings (+1/+1) [+1]
PPP Vitals protector (+1/+1) [+1]
PPP Forarm guards (0/+1) [+1]
PPP Shin guards (0/+1) [+1]

Totals (11/9) [10]

I'm I missing something? this is how the sheet is running the numbers too with the fix.
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