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Cabral
Woot. Looks pretty nice.

I've noticed some quick issues, but it might be an OpenOffice issue rather than a spreadsheet problem.

First, switching between BP and Karma the Base column doesn't completely disappear or return.
Second, the way the stats are calculated is a little odd. It's seems to assuming a base of 1, and measures increases from there. It looks fine when you're making a human (Oh, I just put the value I want in there), but when making a metahuman, it gets weird. (For example, Elf Agility yields a 2 with a blank cell, 0, or 1 in the cell. Changing it to 2, bumps it up to 3.) It works, it's just odd. smile.gif

I play with it more when I get the chance.

for the record. I didn't think the behind the scenes function of the sheets needed macros, but I was having a hard time getting into the guts without them. This helps tremendously! I was able to open it up and start making a character right away.
Bobson
QUOTE (Cabral @ Oct 17 2008, 07:24 AM) *
Second, the way the stats are calculated is a little odd. It's seems to assuming a base of 1, and measures increases from there. It looks fine when you're making a human (Oh, I just put the value I want in there), but when making a metahuman, it gets weird. (For example, Elf Agility yields a 2 with a blank cell, 0, or 1 in the cell. Changing it to 2, bumps it up to 3.) It works, it's just odd. smile.gif


That's actually pretty standard chargen/karama-cost rules, just displayed a little unintuitively. It costs the Elf 10 BP to have Agility 3, and it costs a human 10 BP to have Agility 2. It costs them 0 BP to have 2 or 1 respectively. Thus you buy one rank of Agility for 10 BP, and that adds to the elven racial mod (+1) to produce the 2 Agi for the elf. If you put in 2, that means you're buying two ranks, not that you want the stat to be at 2.
DamienKnight
QUOTE (Cabral @ Oct 17 2008, 06:24 AM) *
switching between BP and Karma the Base column doesn't completely disappear or return.

It looks fine in Excel, but I may be able to figure out what is causing the problem. Could you tell me more specifically which cells are not appearing correctly?

QUOTE (Cabral @ Oct 17 2008, 06:24 AM) *
the way the stats are calculated is a little odd. It's seems to assuming a base of 1, and measures increases from there. It looks fine when you're making a human (Oh, I just put the value I want in there), but when making a metahuman, it gets weird. (For example, Elf Agility yields a 2 with a blank cell, 0, or 1 in the cell. Changing it to 2, bumps it up to 3.) It works, it's just odd. smile.gif


I am not sure if it was Blakkie or Arturkis who originally implemented the stat raising functionality, but I like the way it works. I thought it was weird at first, but once you get used to it, it totally makes sense.

Here is the reasoning behind it as I see it:
All races have a minimum stat, and they are not all the same. Ie. humans agility minimum is 1, but elves it is 2. You pay nothing for the minimum.

In the original version, if you had 0 in there, then the minimum would be = the minimum -1, but then if you put 1 in there the minimum would be correct. Basically if you didnt put 1 in, you didnt get your free point. I changed it to always give you your free point, even if you neglected to put 1 there.

Now the number you are entering is what you want the base score to be, before adding in racial/infection bonuses. Basically if you want a human to have a 6 str, you put a 6. If you want an elf to have a 6 agility, you need only put 5, because they get +1 from race. Either way, the 6th point is the one that costs 25 bp.

The real benefit of this method is that you dont have to know what modifiers your character has or figure them in at all, you just decide how many building points you want to put into the attribute, and it figures out the rest!

Now for the Karma column, it could make sense to instead list the racially modified stat, since that is what you are paying karma for, but to remain consistent with the BP column, I left it in the same style, where you enter 1 through 6 then it adds the racial modifier before it calculates the karma cost.

QUOTE
Woot. Looks pretty nice.
...
This helps tremendously!

Thanks for the encouragement!

Perhaps in the near future I will get a desktop computer at home and put open office on it, so I can test my sheet in that environment.
DamienKnight
QUOTE (Bobson @ Oct 17 2008, 10:36 AM) *
That's actually pretty standard chargen/karama-cost rules, just displayed a little unintuitively. It costs the Elf 10 BP to have Agility 3, and it costs a human 10 BP to have Agility 2. It costs them 0 BP to have 2 or 1 respectively. Thus you buy one rank of Agility for 10 BP, and that adds to the elven racial mod (+1) to produce the 2 Agi for the elf. If you put in 2, that means you're buying two ranks, not that you want the stat to be at 2.


The most confusing part is, the first point is free, which throws alot of people at first.
Cabral
QUOTE (DamienKnight @ Oct 17 2008, 11:49 AM) *
It looks fine in Excel, but I may be able to figure out what is causing the problem. Could you tell me more specifically which cells are not appearing correctly?

I open the sheet and say enable macros and do not update links to external files.
Okay weird. Switching between the sheet and this screen to post caused the cells that didn't revert to revert. Clearly an OpenOffice issue. What must be happening is that the macro is running but it may be too much for Open Office to refresh at one go. Thinking about it, it's surpising the macro is even running. smile.gif

QUOTE (DamienKnight @ Oct 17 2008, 11:49 AM) *
I am not sure if it was Blakkie or Arturkis who originally implemented the stat raising functionality, but I like the way it works. I thought it was weird at first, but once you get used to it, it totally makes sense.
<snip>
Now the number you are entering is what you want the base score to be, before adding in racial/infection bonuses. Basically if you want a human to have a 6 str, you put a 6. If you want an elf to have a 6 agility, you need only put 5, because they get +1 from race. Either way, the 6th point is the one that costs 25 bp.

The logic is easy for an elf, but what about races that get a penalty? By that logic, a dwarf shouldn't be charged for reaction until the 3rd point (2-1 =1 which is free) ...

In my previous spreadsheet (just worked for BP and was much more manual), I had a base value and max value displayed then a column for added points (generated an error message if you went over) The columns from my spreadsheet were Race, Base, Max, Points, Base Value, Magic, Cyber, Total and (BP) Cost

Now that I see how it works, it's easy enough, but just not very intuitive.
QUOTE (DamienKnight @ Oct 17 2008, 11:49 AM) *
Perhaps in the near future I will get a desktop computer at home and put open office on it, so I can test my sheet in that environment.

I have it on my U3 drive, takes up about 220 megs on a 1 gig stick. (as an aside, my USB drive was made by Ativa and I was able to upgrade from 1.2 (?) to 1.6* with the Sansoft Cruzer install. It might be possible to use the same install to turn a standard jump drive into a U3 drive.) I also have Opera, Firefox and XnView (comes in surprisingly handy at work) on it as well.

I had actually considered maybe developing an SR4 character generator for the U3, but I didn't want my name on a list of developers. It might also have been not free or something. Oh well. The spreadsheet makes it unnecessary anyway. biggrin.gif

*v1.6 is Vista Compatable

Edit:
How do I manipulate the cost modifier flags? Currently, with everything set to false (inlcuding Karma System), it says an elf costs 60 BP and a gnome costs 25 BP ...
DamienKnight
QUOTE
I open the sheet and say enable macros and do not update links to external files.

You are talking about cells not appearing correctly when switching between karma_build_system and back. This has nothing to do with macros. A macro can be used in the form of a checkbox that is linked to the cell, but the formatting is accomplished with conditional formatting on all the BP cells, which has a formula that is based off of the 'Karma_Build_System', which is defined in a true false cell beneath the Options box. If you open the sheet directly after downloading it, and select 'disable macros', the Box of controls should be displaced and the true/false cells revealed. Simply change those cells and the conditional formatting will do the rest.

What you likely need to do is trigger a formula update/refresh, but someone else will have to tell you how to do that in open office.
QUOTE
takes up about 220 megs

The issue is not lack of space, but that I work on the spreadsheet with a laptop from my workplace, so I am not supposed to install 3rd party apps like open office (I could, but I wont). I think Open Office is fantastic, and used to use it before my home computer died.

QUOTE
The logic is easy for an elf, but what about races that get a penalty? By that logic, a dwarf shouldn't be charged for reaction until the 3rd point (2-1 =1 which is free) ...

See p. 73 of the SR Core book. Races have minimum stats, and that is what the sheet goes off of. A dwarf's minimum reaction is 1, and max is 5. If you put 5 in it, it costs 55 (2-4 = 3 x 10 = 30 + 25 for 5th point is 55). Negatives dont make attributes harder to purchase in SR4, they just set the limit.

What would be more logical to you? If you could setup a simple example of what your ideal functionality is, just setup a cell for agility, with a cell that can be changed between human, elf and troll, which calculates BP and/or Karma cost, and facilitates both BP and Karma (BP representing starting attribute, Karma representing a raise after creation through earned karma). If I like what you have Ill use it to improve the Character Generator.
Cabral
QUOTE (DamienKnight @ Oct 18 2008, 02:12 AM) *
You are talking about cells not appearing correctly when switching between karma_build_system and back. This has nothing to do with macros.

Initially, I was recounting steps from open to close. The cells are refreshed but the display isn't until I alt-tab or do something else that causes a refresh. The problem is how much can be refreshed in one go with OpenOffice, not a spreadsheet glitch. In other words, nevermind. biggrin.gif

QUOTE (DamienKnight @ Oct 18 2008, 02:12 AM) *
The issue is not lack of space, but that I work on the spreadsheet with a laptop from my workplace, so I am not supposed to install 3rd party apps like open office (I could, but I wont). I think Open Office is fantastic, and used to use it before my home computer died.

That was my point about U3. It installs on the jump drive, not the computer. And you can take it with you and use the same software on other computers. No install, just plug it in and it should autorun like a CD giving you a second "start menu" in your system tray to run apps you have on the U3 drive. The only thing is I don't know if you need a U3 drive to begin with or can convert an existing drive to U3. Either way, a 1 gig U3 drive is like $10

It's worth looking into, particularly since with a bigger drive, you can store your non-work files on it if you're not working on an external hard drive.
Dumori
portable apps branced off from U3 it's all free open source apps open office included. It will run off any drive and is easly cumstomisable. You don't even need the menu it run the programs. But it is a bit techincal with out the menu.
AllTheNothing
It could be that my chargen's version is not up to date but:

1) the Accel field(s) do nothing when the veicle is selected

2) in the speed field is shown the running accel value instead of the veicle's speed value

3) the "Used Slots" field keeps displaing a "0" (Wow unlimited modification potenzial)

4) the Thundercloud Contrail (Arsenal p.108) and the Hyundai Shin-Hyung (Arsenal p.109) should have 10 and 14 slots (body+4)

Just my 0.02 nuyen.gif , keep up the good work
DamienKnight
QUOTE (AllTheNothing @ Oct 20 2008, 05:13 PM) *
It could be that my chargen's version is not up to date but:

1) the Accel field(s) do nothing when the veicle is selected

2) in the speed field is shown the running accel value instead of the veicle's speed value

3) the "Used Slots" field keeps displaing a "0" (Wow unlimited modification potenzial)

4) the Thundercloud Contrail (Arsenal p.108) and the Hyundai Shin-Hyung (Arsenal p.109) should have 10 and 14 slots (body+4)

Just my 0.02 nuyen.gif , keep up the good work


I went through and fixed all the mess you found, and the Vehicles page will be in much better shape with version Beta 6.
Thanks for help with Beta Testing AllTheNothing!
AllTheNothing
QUOTE (DamienKnight @ Oct 21 2008, 07:32 PM) *
I went through and fixed all the mess you found, and the Vehicles page will be in much better shape with version Beta 6.
Thanks for help with Beta Testing AllTheNothing!



Beta Tester?......... I thought I was a Bug Hunter nyahnyah.gif ; speaking seriously with all the effort you're putting in it ,for the sake of all of us, that's a very little thing.

Any indiscretion on Beta 6?
awolfromlife
I don't know if they are somewhere else, but under armor mods I did not see Shock Frills
cndblank
Now that we have a character sheet (Good work!)

Is there any way to send the character to text?

Thanks

DamienKnight
QUOTE (cndblank @ Oct 21 2008, 05:46 PM) *
Now that we have a character sheet (Good work!)

Is there any way to send the character to text?

Thanks

Yes, all we have to do is decide on a format. This is vital.. it cannot be altered with every release the way the character generator is.

I would like to create an SR4 standard character file format. So far I can think of the following requirements:

It must be ascii/ansi compatible. This keeps it simple to read/write from any programming language. Ideally someone could create a character on the spreadsheet, then save it to a file and import it into a C++ or Java Character generator.

It must be written so that new fields can be added without breaking previous versions. For example, if the first version includes attributes but not calculated attributes, and then later we decide to include calculated attributes, we need to be able to add calculated attributes to the file and have the file still readable by programs written to work with the old version.

So basically, two rules:
1. TEXT
2. Backwardly compatible


I was thinking of something kind of like config files, with bracketed headers, then variable names, followed by = then their value:

[Attributes]
strength=4
agility=3
[Qualities]
cyberware compatibility=10
vindictive=5 # Random comment here
[Resources]
debt paid=0


With the above example, I would have the following guidelines:
1. All data must be under a header
2. Headers must be in square brackets []
3. Each item must have a variable followed by an equal '=' sign, followed by a value
4. # can be used for comments

Once we agree on a format, I will create a new (hidden) worksheet which lists all variables, then has a cell that links to where the values of that variable is on the sheet, then has some formatting cells. Then end result will be outputted on a visible sheet, which can manually be exported by the user, or can be exported via a macro.

I could then create a macro which reads a data file and overwrites all data on the sheet with data from the file. After that, users could easily export/import their characters between new versions of the sheet (woohoo). If any good character generator programs are created, they can write them to import these sr4 character sheets.

Oh, I would want to use an extension like 's4c' to indicate it is a 'Shadowrun 4th edition Character' file. Or it could simply be a .txt file extension.

Any thoughts or input from the community on this? I havent started implementing any of this, so I am very open to alternative ideas.

Cabral
Why not XML (or XHTML)?

The XML/XHTML files themselves are text files and they can include formatting. You should be able to separate the formatting from the crunch enough to read fairly well in a text editor. The downside is many automated XML "authoring" programs (MS) will add extra junk. I don't know if a macro could do it without said junk.
AllTheNothing
QUOTE (Cabral @ Oct 22 2008, 01:06 PM) *
Why not XML (or XHTML)?

The XML/XHTML files themselves are text files and they can include formatting. You should be able to separate the formatting from the crunch enough to read fairly well in a text editor. The downside is many automated XML "authoring" programs (MS) will add extra junk. I don't know if a macro could do it without said junk.



Never used XML/XHTML formats so I can't speak about them but using .txt files is quite easy with Java, for both input output, all you need to do is chose a non-ambigue format convention and code the file's writer/reader according to said convenction (and maybe make their source code pubblicly aviable so the standard can be mantained with minumum effort.

To Damien:
A was wandering if it is possible use the E1 cell (Main_Sheet) to implement the "Not Always Quite Human" option for shapeshifters.
By the way I'm tryng to create a surged character but I can't find SurgeX/ClassXSurge/Changeling/WhateverApropriate quality; am I blind or I just have to wait for relises to come?

ATN
Dumori
XML is a good bet would have to be hand made with notepad or such to dejunk. But it should work well hell I know of games that uses such a system but others that uses the header system. XML is harded to set up but should be easier to manipulate though in not sure how readable they are to different languages. where and a planer version would be easier to import in to anything.
DamienKnight
QUOTE
A was wandering if it is possible use the E1 cell (Main_Sheet) to implement the "Not Always Quite Human" option for shapeshifters.

I am not sure what you are going for here. Cell E1 is for Infection, and since Dracoforms are immune to infection and can also have other races, it is a convinient place for them also. Shifters are a race, so I have placed them in races.

If you are referring to the way that Dracoforms display their modified form stats, then it does not really apply since the attributes affect both human and animal forms, with exception to movement rates (not on this sheet) and claws (which are listed in qualities, and basically just make you do physical instead of stun).

I guess I am asking, how would you like me to change the sheet and how do you think the changes will make the sheet better serve shifters while still serving all other character types?


QUOTE
By the way I'm tryng to create a surged character but I can't find SurgeX/ClassXSurge/Changeling/WhateverApropriate quality; am I blind or I just have to wait for relises to come?

You are not blind. Surge characteristics are on the data sheets, but have no place in the spreadsheet yet. Mostly I have not decided where to put them. Any suggestions?

QUOTE
Why not XML (or XHTML)?

I am open to using xml. Could you provide reasons why XML would work better than plain text with config style formatting for this specific process? XML is very versatile, but our needs are so simple, I think I would like to keep it as simple as possible. Give me reasons and I will weigh it.

Oh, and I am sorry to answer three different questions with questions... I promise I am not attempting to seem messianic!
Bobson
QUOTE (DamienKnight @ Oct 22 2008, 07:42 PM) *
You are not blind. Surge characteristics are on the data sheets, but have no place in the spreadsheet yet. Mostly I have not decided where to put them. Any suggestions?


I'd suggest a separate tab. Selecting the Class I, II, or III Surge qualities would enable it (or you could add a dropdown similar to the magical ability drop down to select it, rather than grouping it with the other positive qualities). Alternatively, if you do end up moving skills off of the front page as someone suggested, you could make it be a region on the main page matching the regular quality boxes (which can get moved to the left).
DamienKnight
QUOTE (awolfromlife @ Oct 21 2008, 03:44 PM) *
I don't know if they are somewhere else, but under armor mods I did not see Shock Frills

Yeah, seems I left those out. Must have subconsciously left them out on purpose because I think they are realllllly dumb. Feel free to unhide and update the gear_data sheet to add these in.
DamienKnight
QUOTE (AllTheNothing @ Oct 21 2008, 01:16 PM) *
Any indiscretion on Beta 6?

I am feeling surge characteristics, Nanoware, and 'Save Character to Text File' options in the sheets near future.
AllTheNothing
to Damien:
As you say Drakes are immune to HMHVV, and if a character with latent dracomorfosis gets infected said character is royaly screwed about being a drake, so drakes and infected are mutualy exclusive and using the same cells makes sense; but shapeshifters are NOT human so they can't get infected either (Human Meta-Human Vampiric Virus), there is also absolutely no way that they can be drakes (Runner Companion p.86, at the end of the first paragraph of "Not Human"), in E1 Cell there's nothing that can be applaied to shapeshifters (except "NONE") and that cell comment states:
"Select Infection here. Most infections are race-specific. If this cell is highlighted, then your race does not match with your infected type."
Being the "Not Always Quite Human" option a shifter-only I thought that it could be put there with minimal effort, metahumans have their metahuman-only stuff and so shifters, no way anyone can have both.
For the difference on the sheet I'm refering to adjusting attributes and abilities; the "Not Always Quite Human" (RC p.87) states "A shapeshifter with a different metatype gains their standard metatype abilities (see Metatype Attribute Table, p. 72, SR4) when in that form." which is ambigue but the devs have let to be intended that it applaies also to attributes (which makes sense, aside the "were-bear types" all the shapeshifters come with built-in low-light, why should they pay for shifting 20 BP for resemble an elf (or 10 for orks) when they gain nothing).
Even than if you think it can be implemented in a better way (or that should not be implemented at all) I won't complain about it, you ARE working for us after all.

To Dumori:
You have convinced me: I know nothing about it so I'd be better to correct such flaw; any suggestion on where can I retrive any material on it?
Bobson
QUOTE (DamienKnight @ Oct 22 2008, 07:42 PM) *
I am open to using xml. Could you provide reasons why XML would work better than plain text with config style formatting for this specific process? XML is very versatile, but our needs are so simple, I think I would like to keep it as simple as possible. Give me reasons and I will weigh it.

Personally, I tend to prefer plaintext to XML, just because the plaintext is easier to read. But for something as complicated and as structured as a character, XML seems to make more sense to me. Expecially for the gear section.

Say you have three pieces of armor (body, helmet, and a piece of PPP). Each of which has a number of armor mods. In a plaintext file, you'd have to come up with some way of denoting which mods were on which armor at which rating. This might involve indenting, or putting a - before each line, or something. But then you get into custom-built weapons, or vehicles, or other heavily modded things, and that gets unwieldy rapidly. XML inherently supports this kind of nested structure.
DamienKnight
QUOTE (Bobson @ Oct 23 2008, 09:19 AM) *
Personally, I tend to prefer plaintext to XML, just because the plaintext is easier to read. But for something as complicated and as structured as a character, XML seems to make more sense to me. Expecially for the gear section.

Say you have three pieces of armor (body, helmet, and a piece of PPP). Each of which has a number of armor mods. In a plaintext file, you'd have to come up with some way of denoting which mods were on which armor at which rating. This might involve indenting, or putting a - before each line, or something. But then you get into custom-built weapons, or vehicles, or other heavily modded things, and that gets unwieldy rapidly. XML inherently supports this kind of nested structure.


Ah, modded items. That does present us with a multi-level item that is not easily expressed in a .ini style text file.

Here is how I would do it:

[Custom Weapon 1]
base=SMG
mod1=ExtendedClip
mod2=Sling
maxslots=7
name=Ares Hellfire
description=An smg designed by Wolf, based on the old Uzi III model.
[Custom Armor 1]
armor=Lined Coat
mod1=Insulated
mod1rating=4

But perhaps this could be expressed in xml style:
CODE
<SR4Character>
    <Gear>
        <Ranged Weapons>
            <Standard Weapon>Ares Predator</Standard Weapon>
            <Standard Weapon>Colt America L36</Standard Weapon>
            <Custom Weapon>
                <Name>Hellfire</Name>
                <Mod>Extended Clip</Mod>
                <Mod>Sling</Mod>
                <Base>SMG</Base>
                <Description>An smg designed by Wolf, based on the old Uzi III model.</Description>
            </Custom Weapon>
        </Ranged Weapons>
        <Armor>
            <Standard Armor>Lined Coat</Standard Armor>
            <Custom Armor>
                <Name>Lined Coat</Name>
                <Base>Lined Coat</Base>
                <Mod>
                    <Type>Insulation</Type>
                    <Rating>4</Rating>
                </Mod>
            </Custom Armor>
        </Armor>
    </Gear>
</SR4Character>


The benefit I see from xml is that there is no limit to how many mods/custom items you have, whereas the .ini example names the group after the mod/custom item number.

In my opinion it would be easier to code around the Custom Weapon limit in an ini file than it would be to organize this with xml, but perhaps the xml would look more professional and be a little more standard?

Coding in xml is going to take me longer, and be less readable by a text editor, and more error prone when edited by xml editors...

I will work on some more complete samples and see how it goes. I may decide to use both methods and see which is more quickly embraced by other Character handling programs...

My current plan is to have a sheet with data like this:
(this will make more sense if you copy it and import it into an excel sheet as tab delimited text)
CODE
Variable    CellName    Text Group    TextVarname    XMLtag    Value
Strength    modStrength    Attributes    strength    Attributes/Strength    4
Race    Race    Main    Race    Race    Human
Infection    Infection    Main    Infection    Infection    None
Cust. Weap. 1 Name    custWeap1    Custom Weapon 1    Name    Gear/Range Weapons/Custom Weapon/Name    Hellfire


When outputting to text, it will sort the list by Text Group. When xml it will organize by the XMLtag. A macro will have to be used for XML. I believe I can rig the sheet to output the text version to a blank sheet which could be Exported as text without a macro, although Macroing it might be easier.
cryptoknight
I'd go with XML... but design the DTDs and other format documents first so you have a standard to operate with.

Then anybody could apply an XSLT to the XML file and make multiple different character sheets from the same data.
DamienKnight
QUOTE (dirkformica @ Oct 20 2008, 09:17 PM) *
Great character sheet. I should have done more searching before posting a quick reply in another thread.

Something I noticed, however, is that some of the SURGE qualities that should be available aren't listed. On page 110 of Runner's Companion it indicates:
"Other Metagenic Qualities

In addition to the metagenetic qualities introduced below, the following qualities available in Shadowrun, Fourth Edition qualify as Metagenetic qualities (see Qualities, p. 77, SR4; New Awakened Qualities, pp. 24–28, Street Magic; and Augmented Qualities, pp. 20–22, Augmentation). Other Positive Qualities: Astral Sight, Biocompatibility, Double Jointed, High Pain Tolerance, Magic Resistance, Natural Hardening, Natural Immunity, Quick Healer, Resistance to Pathogens/Toxins, Spell/Spirit Knack, Toughness.

Other Negative Qualities: Allergy, Asthma, Albinism, Biosystem Overstress, Disease Carrier, Gene Freak, Low Pain Tolerance, Nano Intolerance, Reduced (Sense), Sensitive System, Uncontrolled Metastasis, Weak Immune System."

I wanted to do a quick run-through of a SURGE 1 with both Type O System and Biocompatibility, but couldn't pick-up Bio since it wasn't listed as a qualifying positive SURGE ability.

Otherwise, especially as a newbie to SR4, I'm really enjoying your spreadsheet. Keep up the good work.


The above quote from dirkformica was actually posted here:

http://forums.dumpshock.com/index.php?show...50&start=50

But I took note of this when implementing Changling/Surge characteristics.

In the interest of keeping all primary data on the Main_Sheet, I figured out a way to enforce Metagenics inside the quality cells that are already there.

Basically all Normal, Metagenic, and Infected qualities are part of one big list, but if you do not qualify for the quality, that quality will appear as a blank in the list for you. For example, you cannot select the 'Fangs' metagenic quality as a default, but if you are a Gnome, or you select one of the three levels of 'Surge', then the Fangs quality is selectable.

The only problem now is that you can possibly run out of quality slots (whereas before it was not a possibility). To help compensate for this, I moved the Negative qualities list down one slot. Any slot from the positive qualities area can still be used for either positive or negative, but the number of cells that only display Negative qualities is reduced. Also keep in mind that you can always override the dropdown list by manually entering in the Quality name (but if casing or spelling is off, the cost will not display correctly).
DamienKnight
My brother in law was trying to make a surge character, so I decided to quickly implement Changlings and publish this as version 6 (along with a few bug fixes). A complete list of changes is available on the Credits tab.

SR4_Chargen_Upgraded_Beta6.zip

Simply select one of the three Surge qualities, and the Metagenic qualities will be available. Where the cost of Qualities is listed near the top, there will appear two new numbers... the number of Metagenic qualities you have selected/ The minimum you must select(and get for free).

There is also a fix for race cost, where the Karma_Build_System cost options were accidentally applying to BP characters.
AllTheNothing
Broad Auditory Spectrum is either high-frequency or low-frequency so it's probably better meaking two distinct flags for this quality.
By the way I was looking for Italian lenguage and I found Italic!! Just made me smile.
DamienKnight
QUOTE (AllTheNothing @ Oct 24 2008, 08:12 AM) *
Broad Auditory Spectrum is either high-frequency or low-frequency so it's probably better meaking two distinct flags for this quality.
By the way I was looking for Italian lenguage and I found Italic!! Just made me smile.

Yay for spellchecker! LoL... too bad it doesnt have any kind of context sensitivity. I mean you would think the dumb computer would realize we are listing languages!

I split the metagenic Broad Auditory Spectrum quality into high and low frequency versions.

I fixed Italic and went ahead and added the top 30 world languages to the list (it was missing Russian, Thai and French!)
AllTheNothing
The spellchecker?

That remindes a time when a was working in a office writing a letter to a bank (you know bank accounts, payments for the workers, yea the kind of thing that needs accuracy) and the spellchecker kept correcting peoples names, I failed to nuke a single "correction" and that one was (thanks to the Big D) intercepted by my boss. At the end of the day no harm was done but what earfull I recived grinbig.gif .

Here you're making me smile again! Do you mind if I cpyright you as a cure for depression?
DamienKnight
Added Nanoware and Mentor Spirits today. Going to start on the text output and hope to include it with version 7.

When people have a chance to check out version 6, please let me know what you think about the Changeling functionality. Is it easy to understand? Make sure you read comments on cells when you are trying to figure things out.
Bobson
QUOTE (DamienKnight @ Oct 24 2008, 04:32 PM) *
Added Nanoware and Mentor Spirits today. Going to start on the text output and hope to include it with version 7.

When people have a chance to check out version 6, please let me know what you think about the Changeling functionality. Is it easy to understand? Make sure you read comments on cells when you are trying to figure things out.



I like. Thanks for adding it!


On the Vehicle data sheet, on the list of vehicle mods, the General Mods section doesn't match the sections above it, which then messes up the vehicle calculations.
Bobson
QUOTE (DamienKnight @ Oct 23 2008, 04:32 PM) *
In my opinion it would be easier to code around the Custom Weapon limit in an ini file than it would be to organize this with xml, but perhaps the xml would look more professional and be a little more standard?

Coding in xml is going to take me longer, and be less readable by a text editor, and more error prone when edited by xml editors...

I will work on some more complete samples and see how it goes. I may decide to use both methods and see which is more quickly embraced by other Character handling programs...


We probably ought to spin this off into another thread, specifically to talk about the format, and hash out the specifics of either or both.
Mithral MAge
Anyone used openoffice.org to open/use this excel sheet? Did it convert/work OK?
gtjormungand
QUOTE (Mithral MAge @ Oct 26 2008, 05:25 PM) *
Anyone used openoffice.org to open/use this excel sheet? Did it convert/work OK?


It works alright for me in my slightly outdated OO.org version 2.2.0. The problems that I've found include weapon modifications that should increase based on the base weapon cost always come up as zero and that adding a smartgun system to a weapon does not enable the smartgun properties. Also, the vehicle modifications appear to be double charged.
awolfromlife
I've used nothing but Open Office and it seems to work fine. I havent had a chance to pick it apart yet
awolfromlife
Is there a time frame for adding AI's ?
Cabral
playing around a bit more. How do I add nonstandard Complex Forms? Smartlink, Simrig, Skillsofts (if technomancer has Biowire echo), etc?
DamienKnight
QUOTE
On the Vehicle data sheet, on the list of vehicle mods, the General Mods section doesn't match the sections above it, which then messes up the vehicle calculations.

Roger that, Bob. Fixed in 7. Also going to add rating boxes for the rated items.
QUOTE ( @ Oct 29 2008, 06:11 AM) *
playing around a bit more. How do I add nonstandard Complex Forms? Smartlink, Simrig, Skillsofts (if technomancer has Biowire echo), etc?


I have added this to 7.
QUOTE
Is there a time frame for adding AI's ?

Not right now. I am currently working on the text file output for porting characters between sheet versions. I may add modular cyberlimb support also in version 7.

I will probably end up making version 8 fixes for the text output. I may be ready for AI in version 9.

I just got Fallout 3 and it is spiffy, so expect slower updates for a few weeks. In the last couple weeks I have learned to juggle holding/feeding a baby and working on the spreadsheet, but doing that AND playing F3 is unlikely smile.gif
damaleon
Good luck with Fallout 3, I've been playing it myself and time just dissappears when I'm at it.

A tiny little bit of gear related updates I just noticed as I incorporated the v1.5 SR4 errata into my copy (all on the Gear Data sheet):

the limo (Nightsky) is 120,000 nuyen.gif (instead of 20k)

one of the boats (Nymph) is 170,000 nuyen.gif (instead of 17k)

AP of flechette rounds is +5 AP instead of +2, affecting the guns listed with Flechette ammo (about 4-8 entries I think)
DamienKnight
QUOTE (damaleon @ Oct 30 2008, 02:58 PM) *
Good luck with Fallout 3, I've been playing it myself and time just dissappears when I'm at it.

A tiny little bit of gear related updates I just noticed as I incorporated the v1.5 SR4 errata into my copy (all on the Gear Data sheet):

the limo (Nightsky) is 120,000 nuyen.gif (instead of 20k)

one of the boats (Nymph) is 170,000 nuyen.gif (instead of 17k)

AP of flechette rounds is +5 AP instead of +2, affecting the guns listed with Flechette ammo (about 4-8 entries I think)

Thanks, I will fix these things for beta 7.

Fallout 3 is fantastic! Its the best blend of FPS and RPG since Deus Ex!
Cabral
Do you know if some of the cosmetic cyber and biomods were deliberately left out of the equipment lists? (ie, Minor/moderate/severe modification, Clean Metabolism, Casemods, engraved datajacks, etc) Fang Implants made it in but Eyemod, Fiberoptic Hair, Genital Implants and friends didn't. I'm guessing it was personal taste, but it may have been difficulty in implementation in some cases ...
DMFubar
I've got a problem in Version 6 that may have already been brought up (quick scan did not find anything) or I may be missing something. Clicking on the drop-down menu for resources on the Main_Sheet only gives an option of 0 nuyen. Am I losing my mind here?

Beyond that, I just want to take the time to say THANK YOU to DamienKnight and the others that have brought us this most excellent character generator!!!! Your work on this has been phenomenal and has made my campaign much easier to run!
Bobson
QUOTE (DMFubar @ Oct 31 2008, 10:01 AM) *
I've got a problem in Version 6 that may have already been brought up (quick scan did not find anything) or I may be missing something. Clicking on the drop-down menu for resources on the Main_Sheet only gives an option of 0 nuyen. Am I losing my mind here?

Beyond that, I just want to take the time to say THANK YOU to DamienKnight and the others that have brought us this most excellent character generator!!!! Your work on this has been phenomenal and has made my campaign much easier to run!

I'd noticed that, but since I'm entering values by hand anyway (the 800 bp characters have a lot of money to throw around), it didn't really register. It's not just you.
DamienKnight
QUOTE (DMFubar @ Oct 31 2008, 10:01 AM) *
I've got a problem in Version 6 that may have already been brought up (quick scan did not find anything) or I may be missing something. Clicking on the drop-down menu for resources on the Main_Sheet only gives an option of 0 nuyen. Am I losing my mind here?

Someone pointed this out to me in a PM, and I have fixed it in version 7. I named the current nuyen cell 'Nuyen', which was the name already being used for the list of nuyen choices. I renamed the list of nuyen choices 'Nuyen_List' to match my naming schema, and edited the data validation in the dropdown to point to '=Nuyen_List' instead of '=Nuyen'. You can do the same if you need to fix the sheet right away, otherwise wait for version 7. You can manually insert any number between 0 and 300,000 here in mupliples of 5000 and it will work fine also.
DMFubar
Dang, and here I thought I had lost my mind, giving me an excuse to leave work early. Oh well, guess I will have to fake it now!

Thanks for the quick replies!
DamienKnight
QUOTE (Cabral @ Oct 30 2008, 11:00 PM) *
Do you know if some of the cosmetic cyber and biomods were deliberately left out of the equipment lists? (ie, Minor/moderate/severe modification, Clean Metabolism, Casemods, engraved datajacks, etc) Fang Implants made it in but Eyemod, Fiberoptic Hair, Genital Implants and friends didn't. I'm guessing it was personal taste, but it may have been difficulty in implementation in some cases ...

While I do think including penile implants is kinda dumb, the exclusion of these was an oversight. Added in version 7 now. Thanks for your Phallic Attention Cabral!
DMFubar
Two minor ones for you DK... for weapon mods, if you select "Additional Clip", it changes the ammo to 75% of the original capacity, regardless of the weapon type. According to Arsenal, only pistols are reduced to 75% original clip capacity, all other firearms remain at the same size, then doubled.

Also, for the cost of a custom weapon, anytime you select an option that has a cost of "weapon cost" the spreadsheet adds in double the weapons cost for that mod.
Cabral
QUOTE (DamienKnight @ Oct 31 2008, 02:37 PM) *
While I do think including penile implants is kinda dumb, the exclusion of these was an oversight. Added in version 7 now. Thanks for your Phallic Attention Cabral!

Heh. My wife's character has fiberoptic hair. I was just fishing for a trend.

Would you mind taking time to explain some of your optional rule flags?
Standard_Races_Cost appears to be a calculated field based on the other fields.
Other_Races_Free
Standard_Races_Normal_Cost
Standard_Races_Reduced_Cost
Standard_Races_Free

To get a RAW Karma Build System, I think I need to set Standard Races Free to TRUE, but what about Other Races Free?

Also, it doesn't seem to be raising a proper red (yellow?) flag for stat expenditure. It's a raising a flag after 375 (half of 750) properly but it should be flagging at more than 375+double the race's BP cost.

Also, a Troll with a Charisma above 1 generates an error (#N/A for stats).

Edit: Something I've done on my copy is grouped skills by skill group so that you can easily see what skill is part of which skill group.
[ Spoiler ]


Edit2: Also looks like Fangs et al as cyberlimb implants (ie, capacity) was skipped.
Warlordtheft
Great tool (tried it out today for a recurring NPC in the game), there's alot of hard work going into those files. Some things I noticed, the minor one is that the languages did not have Or'zet. Humanis must be at fault here wink.gif .

Also under type for his CZ120 (I did not have it as a custome weapon), it lists 14. Not Sure what that is. Shouldn't type be light pistol?

Edge also was a bit off. I chose human as race and when entering edge it added one more, and took the BP's for it as well.

When using karma to update the mage's spell list it worked but took off 6 karma per spell instead of 5.

The other items I noted to give you feedback on was that the character sheet doesn't have significant room for adding details regarding contacts. Also under the active skills, there is no Attribute column, or total Skill+Attribute. I also find it somewhat useful to have an ammo used area on the sheet.
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