Sengir
Mar 10 2010, 07:29 PM
QUOTE (DamienKnight @ Mar 10 2010, 03:36 AM)
Where's my prayer mat?
Delarn
Mar 10 2010, 11:34 PM
I'll test the AI chargen next week.
SpellBinder
Mar 11 2010, 05:28 AM
Regarding Excel in Office 2007, I just resave the sheet as an XLSM file and the warning upon opening disappears (I think I've disabled others since this is the only macro sheet I even use). The file is also less than half the original size, too, once it's an XLSM. Otherwise works just fine for me, unless karma normally is calculated on the Technomancer page (echos and upgrading complex forms are still free
).
Currently I just use the karma mod box on the Main_Sheet to help with the complex forms/echos & karma.
bmcoomes
Mar 11 2010, 05:26 PM
Some of the prices for the Transgenics wrong
Augmentation Q&A
DamienKnight
Mar 11 2010, 09:35 PM
QUOTE (SpellBinder @ Mar 11 2010, 12:28 AM)
Regarding Excel in Office 2007, I just resave the sheet as an XLSM file and the warning upon opening disappears (I think I've disabled others since this is the only macro sheet I even use). The file is also less than half the original size, too, once it's an XLSM. Otherwise works just fine for me, unless karma normally is calculated on the Technomancer page (echos and upgrading complex forms are still free
).
Currently I just use the karma mod box on the Main_Sheet to help with the complex forms/echos & karma.
Thanks for the reminder. Fixed this in version 1h.
QUOTE (bmcoomes @ Mar 11 2010, 12:26 PM)
Some of the prices for the Transgenics wrong
Augmentatio Q&AThanks for pointing this out. I now have adjusted the Transgenic prices to match the Transgenic section in Augmentation, rather than the appendix tables. This update will be available in 1h.
SpellBinder
Mar 12 2010, 05:15 AM
No problem. Also had an idea posted on the previous page on how to expand for the Adapsin to track the essence loss.
Though in messing around I did notice that the cell for Logic on the Karma side comes up as a warning regardless of what is put in it. Even if using the BP system and the attribute is the same in both BP and Karma boxes, it's a warning. Karma still calculates as normal, though.
I did some poking around and actually did find the error, believe it or not, and it's fixable for anyone with just a little Excel knowledge like myself. In the conditional formatting rule that causes the cell change you can see the name of the attribute that's checked. In the code, there's bpLogica where I figured it should've been bpLogic, based on how the other working cells were set. Just deleted that "a" and it works. Can't recall now where to go in previous versions of Excel, but in Office 2007 it's through Home > Conditional Formatting > Manage Rules and then you can edit the rule in question. Just gotta make sure the right cell is selected.
DamienKnight
Mar 12 2010, 02:45 PM
Good catch. Cell P9, in excel 2003 it is 'Format->Conditional Formatting'.
I will have to abbreviate developments on the current version so the fix can get out sooner.
In version 1h I went ahead and added support for Adapsin (Once you have selected adapsin, you can put a check mark next to any cyberware which was installed after getting the Adapsin treatment and it will cost 10% less essence).
Eugene
Mar 13 2010, 01:25 PM
Just a couple of quick things using version 1g. When making an AI, the rating of some inherent programs (Black Hammer and Stealth at least) doesn't show on the character sheet, even if you've increased their rating with BP. Also, it'd be neat to have a spot for an AI's home node with its ratings, perhaps integrated somehow with the lifestyle tag. Also, speaking of lifestyle, what to do if you just want a regular level but don't want to go into all the detail? On older sheets there was a spot to purchase them in the Gear section.
mindcandy
Mar 14 2010, 04:33 PM
can anyone tell me if it's possible to make the skills list print more skills on the actual character sheet - or print in columns?
one of my guys is playing a skills heavy advisor/face character and there's just not enough room
also I was wondering if there is an official donate button to say thanks for DK's work on this - it's a great tool and I'd like to buy the bloke a beer!
cndblank
Mar 14 2010, 08:49 PM
Recently installed Office 2007.
I'm getting this when I open up SR4CG_DK_1g.xls.
"Compatibility Report for SR4CG_DK_1g.xls
Run on 3/14/2010 14:06
The following features in this workbook are not supported by earlier versions of Excel. These features may be lost or degraded when you save this workbook in an earlier file format.
Significant loss of functionality # of occurrences
This workbook contains data in cells outside of the row and column limit of the selected file format. Data beyond 256 (IV) columns by 65,536 rows will not be saved. Formula references to data in this region will return a #REF! error. 3
'Magic'!N4:N17"
SpellBinder
Mar 14 2010, 10:11 PM
I remember getting that too. Wish I could recall what I ended up doing to fix it as I no longer get that error from the old file format; might be in Excel Options > Advanced or the error itself to clear it. All I get is an error about labels and that they'll be replaced with cell references; just hit Yes on that one and it works fine.
In the very least, try resaving it as an XLSM file, close, and open the new file. Oh, and don't forget to turn off the auto-save, else it'll seem to lock up Excel every ten minutes.
mindcandy
Mar 15 2010, 03:16 PM
Possible error on sheet?
I've found that the value/rating of an additional language does not transfer through to the character sheet. (Office 2007 - Macro's enabled).
cndblank
Mar 15 2010, 06:21 PM
I had the Karma option turned on and the sheet was blank other wise.
But thanks
DamienKnight
Mar 15 2010, 06:58 PM
QUOTE (Eugene @ Mar 13 2010, 08:25 AM)
Just a couple of quick things using version 1g. When making an AI, the rating of some inherent programs (Black Hammer and Stealth at least) doesn't show on the character sheet, even if you've increased their rating with BP. Also, it'd be neat to have a spot for an AI's home node with its ratings, perhaps integrated somehow with the lifestyle tag. Also, speaking of lifestyle, what to do if you just want a regular level but don't want to go into all the detail? On older sheets there was a spot to purchase them in the Gear section.
The formula is missing from C42 and C44 on the hacking page. You can figure out the right formula by examining the other cells. This is now fixed in 1h. Thanks for checking out the new inherent programs!
I like the idea of having a node section on the lifestyle page. I will look into this. [Edit] Added this feature in version 1h.
QUOTE (cndblank @ Mar 14 2010, 03:49 PM)
I'm getting this when I open up SR4CG_DK_1g.xls.
This workbook contains data in cells outside of the row and column limit of the selected file format. Data beyond 256 (IV) columns by 65,536 rows will not be saved. Formula references to data in this region will return a #REF! error. 3
'Magic'!N4:N17"
Magic N4:N17 had data validation with relative references (A1 - A13). This was an error, they should have been static references to $A$1. I have corrected that in 1h. Let me know if that fixes this error when 1h is released.
QUOTE (mindcandy @ Mar 15 2010, 10:16 AM)
Possible error on sheet?
I've found that the value/rating of an additional language does not transfer through to the character sheet. (Office 2007 - Macro's enabled).
Good catch. It seems there were issues with the formulas on the main sheet. Corrected in 1h.
cndblank
Mar 15 2010, 10:38 PM
Under the 1G karma system it seemed like Knowledge skill specializations were running 2 Karma instead of the 1 karma.
SpellBinder
Mar 16 2010, 12:40 AM
Interesting that there was an error in the magic section. As much as I've messed with it I don't recall having had any issues with the magic section.
Now I know I've mentioned this before, but the speed calculation for vehicles is still off for all but the first entry when racing tires or smart tires are selected with either engine customization option.
Also, the capacity calculation for nanohives in a cyberlimb is still off; it's a flat 2 for capacity, regardless of the rating.
Added: Also stumbled on this when trying to overload a motorcycle with gear. Found that the 20% speed penalty for having a modified armor rating greater than the vehicle's body rating is not calculated properly. It's in all vehicle entries.
mindcandy
Mar 16 2010, 10:53 AM
Another possible error on sheet?
I can't find a way to add lingo's (language specialisations/core rule book p130) - putting an 'x' in the BPSpec box doesn't cost 1 point.
Logically I feel as if I should be entering English as a second language with a specialisation in 'Wiz' or 'Trog' or 'Cityspeak' or whatever even though I have already stated English is my native laguage. It also seems as if I should be able to enter mutiple lingos/specialisations that derive from the same root language (english) since an ork street shaman living in Seattle would conceivably know Wiz, Trog and Cityspeak.
Let me know if I'm missing something...
Edit: hmmm - possible you picked up on this when I mentioned the previous issue since you mention broken formulas?
Looking forwards to 1h!
DamienKnight
Mar 16 2010, 02:02 PM
QUOTE (SpellBinder @ Mar 15 2010, 07:40 PM)
Interesting that there was an error in the magic section. As much as I've messed with it I don't recall having had any issues with the magic section.
There was not an error, just a quirk in 2007 that had to be accounted for in the Conditional Formatting.
QUOTE (SpellBinder @ Mar 15 2010, 07:40 PM)
Now I know I've mentioned this before, but the speed calculation for vehicles is still off for all but the first entry when racing tires or smart tires are selected with either engine customization option.
How about a specific example? Please include a list of what vehicle, mods, and what you think the modifiers should be, and what they actually are on the sheet.
[Edit] Found what you were talking about. Fixed in 1h.
QUOTE (SpellBinder @ Mar 15 2010, 07:40 PM)
Also, the capacity calculation for nanohives in a cyberlimb is still off; it's a flat 2 for capacity, regardless of the rating.
Indeed, thanks for the reminder. It is now fixed in 1h.
SpellBinder
Mar 16 2010, 08:15 PM
Interesting about 2007. Oh well.
YW, and thanks for all the hard work you put into this.
Brol_The_Mighty
Mar 16 2010, 11:59 PM
A couple things when working with 1g.
Every time I try to adjust my Logic attribute, it seems to yellow out on my like something is wrong. I've checked to makes sure I'm not over Karma or anything. It just yellows out.
Also, I can't find where its listed for some of the transgenetic treatments. Stuff like Infusions, with the option of permanent, or Genewipe and the like. As well as the attribute optimization from that section.
bmcoomes
Mar 17 2010, 12:20 AM
if you on the little earlier posts it's the conditional formatting you need to remove the "a" from the string so that is has the right name of the cell.
DamienKnight
Mar 17 2010, 02:35 PM
QUOTE (mindcandy @ Mar 16 2010, 05:53 AM)
I can't find a way to add lingo's (language specialisations/core rule book p130) - putting an 'x' in the BPSpec box doesn't cost 1 point.
It will cost you 1 knowledge point if you still have any available, otherwise it charges BP.
QUOTE (Brol_The_Mighty @ Mar 16 2010, 06:59 PM)
I can't find where its listed for some of the transgenetic treatments. Stuff like Infusions, with the option of permanent, or Genewipe and the like. As well as the attribute optimization from that section.
Thanks for the reminder. Added phenotype adjustments to 1h, including functional Genetic Optimization for all attributes.
Infusions... bleh. I will add them, but I am going to make them highlight no matter what. It should be VERY rare that a character has a permanent Genetic Infusion, and I do not want to encourage players to select the option on a whim.
mindcandy
Mar 17 2010, 03:54 PM
QUOTE (DamienKnight @ Mar 17 2010, 02:35 PM)
It will cost you 1 knowledge point if you still have any available, otherwise it charges BP.
Cheers for that - I had missed it.
Draco18s
Mar 17 2010, 07:32 PM
Note on additional information on character sheets:
I created a new cell for myself so that I could easily reference my
Spellcasting-available Magic as a Mystic Adept without having the flip over to the magic sheet (and without it I was rolling more dice than I should
). So it might be handy to have a cell set aside for that on the Main Sheet* (I found room for both a 'spell magic' and a 'current edge' so...) and the printable sheets.
*As I use this over any other page 95% of the time, as I'm not printing my sheet and have more info available on screen at one time than when looking at the printable sheets. I just have it reference the "Magic Left" value, under adept powers, on the magic sheet.
DamienKnight
Mar 17 2010, 09:37 PM
QUOTE (Draco18s @ Mar 17 2010, 02:32 PM)
Note on additional information on character sheets:
I created a new cell for myself so that I could easily reference my
Spellcasting-available Magic as a Mystic Adept without having the flip over to the magic sheet (and without it I was rolling more dice than I should
). So it might be handy to have a cell set aside for that on the Main Sheet* (I found room for both a 'spell magic' and a 'current edge' so...) and the printable sheets.
*As I use this over any other page 95% of the time, as I'm not printing my sheet and have more info available on screen at one time than when looking at the printable sheets. I just have it reference the "Magic Left" value, under adept powers, on the magic sheet.
As a mystic adept, your Adept powers are listed in the multi-purpose box in the CharSheet. The level you have in '--Mystic Adepts-- Sorcery/Conjuring' should tell you how much magic is available for spellcasting. The only other factor may be Power or Spell foci that are bonded, but which may or may not be active.
Caadium
Mar 18 2010, 12:28 AM
QUOTE (DamienKnight @ Mar 17 2010, 02:37 PM)
As a mystic adept, your Adept powers are listed in the multi-purpose box in the CharSheet. The level you have in '--Mystic Adepts-- Sorcery/Conjuring' should tell you how much magic is available for spellcasting. The only other factor may be Power or Spell foci that are bonded, but which may or may not be active.
What he's talking about is having the value from that "Mystic Adepts -- Sorcery/Conjuring" show in the main page and the charsheet. These are what he uses when playing and he has misrolled because he just looked at the Magic Attribute, but thats what what is rolled for spell-casting.
On the CharSheet it might not be as big of a deal, because you can see the listed adept powers and thus the number of points put into this. He is mostly talking from the standpoint of someone that doesn't print the character out, but use a laptop (or something) to use the excel file as a charsheet in game. With that in mind, he put a box on the main page to see what his magic rating is for the purposes of spellcasting and also a box to track current edge.
At least that is my understanding of his request.
DamienKnight
Mar 18 2010, 03:03 AM
Version 1h is available here.Version 1h includes:
- Adapsin support
- Phenotype adjustments, including a functional Genetic Optimization for all attributes
- Fixed issue with Vehicle speed/accel mods not stacking correctly
- support for Lingo's in the Language/Knowledge area
- Home Node in the Lifestyles area for AI Characters
- a printable Technomancer Sheet!
Please try out these new features and let me know what you think.
Lingos can be placed under Languages or Knowledge skills. Simply include the word 'Lingo' in the skill name, and select BP spec or Karma spec to denote how the Lingo was purchased.
Adapsin should only affect cyberware installed AFTER the Character underwent the adapsin treatment. To specify which wares were installed POST adapsin, a new column will appear on the Cyberware/Bioware page when Adapsin is added. Place an 'x' in the new column to denote wares installed AFTER the Adapsin treatment to get a 10% essence discount!
Credit for this upgrade goes completely to the community. Everything added was in response to posts in this Thread. Thanks Dumpshock!
SpellBinder
Mar 18 2010, 05:11 AM
Wow, way faster than I expected. Thanks!
Tachi
Mar 18 2010, 07:49 AM
QUOTE (mindcandy @ Mar 14 2010, 11:33 AM)
can anyone tell me if it's possible to make the skills list print more skills on the actual character sheet - or print in columns?
one of my guys is playing a skills heavy advisor/face character and there's just not enough room
The only way I've found so far is to use a smaller font in that particular field. 4pt is about the minimum at which you can still read it when printed. Yes, I realize that MS Office 2007 doesn't list the font down to 4pt, just type it in manually instead of selecting it from the drop box while the field is selected. I have yet to find a way to make it into columns.
Tachi
Mar 18 2010, 07:51 AM
DK
Sorry i skipped out after our earlier discussion on character sheet changes. I've been offline and writing term-papers. Just downloaded, 1h, give me a few days to play with it and I'll get back to you with some ideas.
BTW
Some of the changes I've been using are:
In the Damage resistance fields of the charsheet,
in # + Armor I changed the script to:
=modBody+Cyberware_Bioware!$O$34+modNaturalDamageResist&" + Armor"
and in the detail listing right after it I changed the scripts to:
=CONCATENATE("Body(",modBody,")+Ware Dmg Rst(",Cyberware_Bioware!$O$34,")","+Nat Dmg Rst(",modNaturalDamageResist & ")")
If you reduce the font size slightly, it fits just fine, and I
think it's calculating correctly.
I changed the last line of the armor table to show the total cyber/bio armor.
First field just displays "Cyberware/Bioware Armor"
The second field, Bal/Imp, uses the following script:
=(Cyberware_Bioware!$Z$34)&" / "&(Cyberware_Bioware!$Y$34)
And the third field just displays "Adds to armor values above"
I'm not sure if you can use these in Office 2003 (I'm using 2007), but I just thought I'd show you some of my changes that I've been pasting into the charsheet. Honestly, I'm being kinda lazy, if you use them I no longer have to paste them into each new version.
Tachi
Mar 18 2010, 10:46 AM
Will to Live positive quality is still not activating from the drop down list, you have to turn it on (TRUE it) from the data sheet. At least I do.
1h is looking pretty good so far.
DamienKnight
Mar 18 2010, 01:36 PM
QUOTE (Tachi @ Mar 18 2010, 02:51 AM)
In the Damage resistance fields of the charsheet,
in # + Armor I changed the script to:
=modBody+Cyberware_Bioware!$O$34+modNaturalDamageResist&" + Armor"
and in the detail listing right after it I changed the scripts to:
=CONCATENATE("Body(",modBody,")+Ware Dmg Rst(",Cyberware_Bioware!$O$34,")","+Nat Dmg Rst(",modNaturalDamageResist & ")")
Can you provide an example where your formula provides a different total than the existing formula?
QUOTE (Tachi @ Mar 18 2010, 02:51 AM)
I changed the last line of the armor table to show the total cyber/bio armor.
First field just displays "Cyberware/Bioware Armor"
The second field, Bal/Imp, uses the following script:
=(Cyberware_Bioware!$Z$34)&" / "&(Cyberware_Bioware!$Y$34)
The sheet previously had a hardcoded cyberware/bioware field in the armor list. This worked fine, except when characters had armor from Qualities or Mystic armor. I replaced the hard-coded armor fields with a new system.
Go to Gear, select from the bottom of the dropdown list 'Cyber/Bio Armor'. Now you can leave it that way and it lists by itself, or you can make it part of an Outfit, or simply rename it.
You can use this same method to add Mystic Armor, Dragon Skin, Bark Skin etc to the armor list, and group them up however you want.
QUOTE (Tachi @ Mar 18 2010, 05:46 AM)
Will to Live positive quality is still not activating from the drop down list, you have to turn it on (TRUE it) from the data sheet. At least I do.
Thanks for pointing this out. It seems the switch is not getting flipped because the quality is named 'Will to Live 1' and the switch on Misc_Data is looking for 'Will to Live (1)'. In 1i I removed the parenthesis from the Misc_Data page's reference, and Will to Live is calculating properly now.
QUOTE (SpellBinder @ Mar 18 2010, 12:11 AM)
Wow, way faster than I expected. Thanks!
My Shadowrun group is starting a new campaign and they were making characters, so I spent a little extra time on it.
Draco18s
Mar 18 2010, 07:42 PM
QUOTE (Caadium @ Mar 17 2010, 08:28 PM)
What he's talking about is having the value from that "Mystic Adepts -- Sorcery/Conjuring" show in the main page and the charsheet. These are what he uses when playing and he has misrolled because he just looked at the Magic Attribute, but thats what what is rolled for spell-casting.
On the CharSheet it might not be as big of a deal, because you can see the listed adept powers and thus the number of points put into this. He is mostly talking from the standpoint of someone that doesn't print the character out, but use a laptop (or something) to use the excel file as a charsheet in game. With that in mind, he put a box on the main page to see what his magic rating is for the purposes of spellcasting and also a box to track current edge.
At least that is my understanding of his request.
Correct.
DamienKnight
Mar 18 2010, 08:36 PM
QUOTE (Draco18s @ Mar 18 2010, 02:42 PM)
Correct.
Added a bracketed number next to Magic Rating on the MainSheet and CharSheet which represented a Mystic Adepts Spellcasting_Rating. This basically is just a count of their Sorcery/Conjuring Adept power. Look for this new feature in 1i.
Please note, in version 1h and several previous, the printable Magic sheet lists a Mystic Adept's effective spellcasting/summoning Magic Rating at the top.
Mickle5125
Mar 18 2010, 10:11 PM
I'm not seeing the stone Homunculus, plasteel homunculus, or wicker man in the gear lists
Brol_The_Mighty
Mar 19 2010, 12:47 AM
Just a quick note. The only reason I had brought up the perma infusions, was from the Mysterious Implant quality options listed on pg. 106 of RC
estradling
Mar 19 2010, 12:56 AM
Thank you for all you work on this DamienKnight.
I found a few things on the Hacking Tab. Under Common Use Programs.
The Purge Program Cost is not included in the Programs Cost Summary Cell
For all Common Use Programs except Purge (Could not test it) the cost of the Option 1 is incorrect
For example if you buy Analyze at 6 it cost 600. If you and something like Ergonomic it should only up by 300 more for a total of 900. However it goes to 1400.
Dwight
Mar 19 2010, 03:28 AM
Wow, this thing is still going? Glad people are still getting use out of it. Thanks to everyone that picked up the torch to keep it up-to-date.
EDIT: To be clear, I'm 'blakkie'. I haven't used that handle in a number of years now.
SpellBinder
Mar 19 2010, 03:52 AM
Lots of use, lots of bugs (always an ongoing effort regardless of what your project is
), and lots of ideas.
And DK, any chance of having the metagenic quality Impaired Attribute expanded upon to actually reduce a select attribute's maximum by 1?
Draco18s
Mar 19 2010, 03:57 AM
QUOTE (DamienKnight @ Mar 18 2010, 04:36 PM)
Added a bracketed number next to Magic Rating on the MainSheet and CharSheet which represented a Mystic Adepts Spellcasting_Rating. This basically is just a count of their Sorcery/Conjuring Adept power. Look for this new feature in 1i.
Thanks Damien.
QUOTE
Please note, in version 1h and several previous, the printable Magic sheet lists a Mystic Adept's effective spellcasting/summoning Magic Rating at the top.
I haven't opened my sheet in a while to check, but I don't recall ever having seen it before--guess I don't use that page often enough.
DamienKnight
Mar 19 2010, 03:47 PM
QUOTE (Dwight @ Mar 18 2010, 10:28 PM)
Wow, this thing is still going? Glad people are still getting use out of it. Thanks to everyone that picked up the torch to keep it up-to-date.
EDIT: To be clear, I'm 'blakkie'. I haven't used that handle in a number of years now.
You should check out the most recent copy, its groovy.
QUOTE (SpellBinder @ Mar 18 2010, 10:52 PM)
Any chance of having the metagenic quality Impaired Attribute expanded upon to actually reduce a select attribute's maximum by 1?
Good idea, will do.
Tachi
Mar 19 2010, 11:44 PM
QUOTE (DamienKnight @ Mar 18 2010, 08:36 AM)
Can you provide an example where your formula provides a different total than the existing formula?
I looked at it and found that you were right (I forgot to account for the maximum limit of 1/2 Body) in every way but one, you might want to change the "D8" in the right hand cell to "modBODY" so that it displays the modified body score from things like the Suprathyroid. Right now it just shows the natural body score and the numbers don't actually add up correctly, though the left cell (# + Armor) calculates it correctly, it just looks wrong because the right cell with the numbers listed seperately shows numbers that won't add up to that number.
For example:
=CONCATENATE("Body (",modBody,") + Cyber/Bio (",Cyberware_Bioware!$O$34,")"," + Dmg.Rst. (",modNaturalDamageResist & ")")
QUOTE
The sheet previously had a hardcoded cyberware/bioware field in the armor list. This worked fine, except when characters had armor from Qualities or Mystic armor. I replaced the hard-coded armor fields with a new system.
Go to Gear, select from the bottom of the dropdown list 'Cyber/Bio Armor'. Now you can leave it that way and it lists by itself, or you can make it part of an Outfit, or simply rename it.
You can use this same method to add Mystic Armor, Dragon Skin, Bark Skin etc to the armor list, and group them up however you want.
Ok, I found it. I never noticed it before, but yeah, that's a good way to do it. However, are mystic armor and cyber armor supposed to add to Encumberance?
QUOTE
Thanks for pointing this out. It seems the switch is not getting flipped because the quality is named 'Will to Live 1' and the switch on Misc_Data is looking for 'Will to Live (1)'. In 1i I removed the parenthesis from the Misc_Data page's reference, and Will to Live is calculating properly now.
No problem, punctuation can be a bitch sometimes.
Tachi
Mar 20 2010, 12:16 AM
Also, is there a way to add a peice of armor, or cyber/mystic armor to all outfits?
Dwight
Mar 20 2010, 01:41 AM
QUOTE (DamienKnight @ Mar 19 2010, 08:47 AM)
You should check out the most recent copy, its groovy.
Indeed, I saw the feature list. You've been busy.
Though I'm a bit out of my element with some aspects of it since I haven't used the SR 4e system in some time and am not on the bleeding edge of supplement book rules.
The Karma build system that allows for a relatively easy living character character generator sure is something I had dreamed of back when working on that spreadsheet. Nice to see it come to fruition!
SpellBinder
Mar 20 2010, 05:01 AM
Regarding the Adapsin, it's great that it's working now, though there's a few bugs with the current setup. One is that it seems to automatically adjusts all cyberware essence loss on the Cyberware_Bioware sheet, and the fields for the X is not selectable. Also, the essence loss for cyberware in the Cyberparts sheet does not adjust and is not adjustable in relation to the Adapsin.
Kinda why I had suggested adding it to the drop down for the "Grade" list as an extra set of options. Though it doubles the length of that list, at least it will show up for the Cyberparts sheet as well as the Cyberware_Bioware sheet. If I had known it'd be this easy to modify that part of the sheet I'd've just done it myself a good while ago. The only trick would be having the Adapsin options show up after the gene treatment. That's still beyond what I can figure at the moment.
Also, the Neoteny metagenic quality reduces a character's base body score from 8 to 6. This is not reflected in the character sheets, though I think I can write a fix for myself on this one.
Added: Complete success in fixing Neoteny/Gnome Physical Condition modifier.
Added: Dug deeper and found where the Adapsin error is. The cells for cyber essence loss check for the presence of Adapsin and re-calculate rather than trying to check the cells off to the side. Found it surprisingly easy for me to fix, and employ to the cyberparts sheet as well.
Xerxos
Mar 22 2010, 05:31 PM
Dynamic Handprints (A257, Wares_Data)
Voice Mimic (A263, Wares_Data)
don't work right: the essence cost and availability should stay the same, while only the price should scale with rating (Wares_Data column F=C)
currently essence, availability and price scale with rating ( as if Wares_Data column F were EAC)
I can send you my the file with the error if you like
DamienKnight
Mar 22 2010, 10:07 PM
QUOTE (SpellBinder @ Mar 20 2010, 12:01 AM)
Regarding the Adapsin, it's great that it's working now, though there's a few bugs with the current setup. One is that it seems to automatically adjusts all cyberware essence loss on the Cyberware_Bioware sheet, and the fields for the X is not selectable. Also, the essence loss for cyberware in the Cyberparts sheet does not adjust and is not adjustable in relation to the Adapsin.
Kinda why I had suggested adding it to the drop down for the "Grade" list as an extra set of options. Though it doubles the length of that list, at least it will show up for the Cyberparts sheet as well as the Cyberware_Bioware sheet. If I had known it'd be this easy to modify that part of the sheet I'd've just done it myself a good while ago. The only trick would be having the Adapsin options show up after the gene treatment. That's still beyond what I can figure at the moment.
Also, the Neoteny metagenic quality reduces a character's base body score from 8 to 6. This is not reflected in the character sheets, though I think I can write a fix for myself on this one.
Added: Complete success in fixing Neoteny/Gnome Physical Condition modifier.
Added: Dug deeper and found where the Adapsin error is. The cells for cyber essence loss check for the presence of Adapsin and re-calculate rather than trying to check the cells off to the side. Found it surprisingly easy for me to fix, and employ to the cyberparts sheet as well.
Dropdown is easier (hate adding columns for a single piece of ware). Version i will now faciliate Adapsin via the Grade column. If you do not have Adapsin, the Grade dropdown will look as normal. If you do have Adapsin, there will be extra '(Adapsin)' options for each grade. Adding it this way made it automatically compatible with Cyberparts without any extra coding in the formulas. Thanks for the Help Spellbinder.
Also, added support for Neoteny in 1i. Good catch.
QUOTE (Xerxos @ Mar 22 2010, 12:31 PM)
Dynamic Handprints (A257, Wares_Data)
Voice Mimic (A263, Wares_Data)
don't work right: the essence cost and availability should stay the same, while only the price should scale with rating (Wares_Data column F=C)
currently essence, availability and price scale with rating ( as if Wares_Data column F were EAC)
I can send you my the file with the error if you like
Fixed those two items. Removed all 'E' characters in 'x Availability' column (This was antiquated by the + Essence column. Corrected the formulas to correctly calculate x Essence x Rating + Essence.
SpellBinder
Mar 23 2010, 03:32 AM
I did find, in messing around to see what was up with the Dynamic Handprints and such, the essence for a Nanohive doesn't calculate correctly. The default I have for version 1h doesn't up the essence at all for the rating, and when try I fix it to calculate the essence loss per rating it adds the 0.5 and 0.25 before multiplying instead of multiplying the 0.25 before adding the 0.5 base.
One last bit on the cyberware for the moment. Would it be possible to add Suite support for the cyberparts? As far as I can put in, the cost and essence reduction works, but I have yet to figure out how to get it to coordinate the suite hardware on the character sheets.
last_of_the_great_mikeys
Mar 25 2010, 07:35 AM
I noticed the karma cost for attributes calculates wrong. It says I spent 365 points when I actually only spent 324.
It's a human with stats of 3, 3, 3, 4, 4, 4, 5, 6 and 8 for edge (he's lucky).
Dakka Dakka
Mar 25 2010, 08:27 AM
In 1h, and in 1f and g as well IIRC, the headers for the Martial Arts Styles and Advantages are swapped, or the columns below are. I'd find it more intuitive to have the style in the left column and the advantage on the right.
Could you implement a way to use armor items in more than one outfit? Especially Armor underwear (FFBA) may well be used with different outfits. FFBA+Suit for social situations or FFBA+Armor Jacket+Helmet when things get messy.
I really like the new settings sheet and the mobile "printout", even though I probably won't use the latter.
You may want to think about a more neutral description for the Super Cyber Tank Armor Rule, something along the lines of "Unless TRUE, Cyberlimb Armor is averaged like Cyberlimb Attributes."
And thanks again for all the work you've done on the sheet.
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