My Assistant
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Nov 6 2009, 10:41 PM
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#926
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Moving Target ![]() ![]() Group: Members Posts: 943 Joined: 24-January 04 From: MO Member No.: 6,014 |
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) 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. 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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Nov 7 2009, 02:42 PM
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#927
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Target ![]() Group: Members Posts: 11 Joined: 7-January 09 From: France Member No.: 16,744 |
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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Nov 7 2009, 04:54 PM
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#928
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Target ![]() Group: Members Posts: 31 Joined: 14-October 09 Member No.: 17,751 |
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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Nov 8 2009, 03:39 AM
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#929
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Target ![]() Group: Members Posts: 4 Joined: 4-March 09 Member No.: 16,935 |
Minor bug: Bound spirit services in karmagen cost 2 Karma/service. The sheet is using 1 Karma/service.
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Nov 8 2009, 07:21 AM
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#930
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,507 Joined: 11-November 08 Member No.: 16,582 |
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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Nov 9 2009, 06:14 AM
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#931
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Moving Target ![]() ![]() Group: Members Posts: 943 Joined: 24-January 04 From: MO Member No.: 6,014 |
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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Nov 11 2009, 03:36 AM
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#932
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Target ![]() Group: Members Posts: 7 Joined: 30-October 09 Member No.: 17,822 |
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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Nov 11 2009, 05:00 PM
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#933
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Moving Target ![]() ![]() Group: Members Posts: 943 Joined: 24-January 04 From: MO Member No.: 6,014 |
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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Nov 11 2009, 05:33 PM
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#934
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Target ![]() Group: Members Posts: 7 Joined: 30-October 09 Member No.: 17,822 |
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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Nov 12 2009, 12:13 AM
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#935
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Moving Target ![]() ![]() Group: Members Posts: 159 Joined: 30-October 09 From: Roseville, MN Member No.: 17,823 |
One quick thing...
You can't buy multiple commlinks without entering them in manually. |
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Nov 12 2009, 01:58 AM
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#936
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Moving Target ![]() ![]() Group: Members Posts: 664 Joined: 7-October 08 From: South-western UCAS border... Member No.: 16,449 |
Was playing with 1c again... I don't think Adapsin is actually affecting Essence loss from Cyber... Just an FYI.
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Nov 12 2009, 09:59 AM
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#937
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Target ![]() Group: Members Posts: 3 Joined: 20-August 08 Member No.: 16,259 |
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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Nov 12 2009, 02:35 PM
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#938
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,507 Joined: 11-November 08 Member No.: 16,582 |
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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Nov 12 2009, 10:54 PM
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#939
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Moving Target ![]() ![]() Group: Members Posts: 943 Joined: 24-January 04 From: MO Member No.: 6,014 |
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? 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]. 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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Nov 12 2009, 11:26 PM
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#940
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Moving Target ![]() ![]() Group: Members Posts: 943 Joined: 24-January 04 From: MO Member No.: 6,014 |
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). 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. 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. 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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Nov 14 2009, 12:33 AM
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#941
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Moving Target ![]() ![]() Group: Members Posts: 943 Joined: 24-January 04 From: MO Member No.: 6,014 |
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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Nov 17 2009, 04:23 PM
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#942
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Moving Target ![]() ![]() Group: Members Posts: 986 Joined: 29-June 07 Member No.: 12,093 |
Awesome work DamienKnight! Thank you so much for this.
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Nov 17 2009, 04:56 PM
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#943
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Target ![]() Group: Members Posts: 31 Joined: 14-October 09 Member No.: 17,751 |
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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Nov 18 2009, 12:24 AM
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#944
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Moving Target ![]() ![]() Group: Members Posts: 664 Joined: 7-October 08 From: South-western UCAS border... Member No.: 16,449 |
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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Nov 18 2009, 05:54 PM
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#945
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 5,051 Joined: 3-October 09 From: Kohle, Stahl und Bier Member No.: 17,709 |
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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Nov 20 2009, 08:14 PM
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#946
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Moving Target ![]() ![]() Group: Members Posts: 943 Joined: 24-January 04 From: MO Member No.: 6,014 |
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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Nov 21 2009, 12:41 AM
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#947
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,507 Joined: 11-November 08 Member No.: 16,582 |
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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Nov 22 2009, 06:58 PM
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#948
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 5,051 Joined: 3-October 09 From: Kohle, Stahl und Bier Member No.: 17,709 |
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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Nov 23 2009, 01:36 AM
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#949
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Moving Target ![]() ![]() Group: Members Posts: 943 Joined: 24-January 04 From: MO Member No.: 6,014 |
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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Nov 23 2009, 08:59 PM
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#950
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Moving Target ![]() ![]() Group: Members Posts: 651 Joined: 15-September 06 From: Ephrata, Wa Member No.: 9,382 |
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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Lo-Fi Version | Time is now: 13th April 2022 - 02:56 PM |
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