last_of_the_great_mikeys
May 9 2010, 02:00 PM
QUOTE (Dakka Dakka @ May 6 2010, 12:51 PM)
There has been some discussion as to whether Adapsin applies to all ware or not. The thing is anyone could have a doc rip out all ware get adapsin and then implant the same stuff again. That Character should get the bonus. The way Adapsin is described, it isn't clear either.
You would have to buy new 'ware to make that work. Otherwise they are instaling used cyberware with the relevant penalties as well as the adapsin effect.
last_of_the_great_mikeys
May 10 2010, 06:34 PM
Hmm... Whenever I load up the generator I get an "Error, data may be lost" warning. The "Main Sheet" page lacks those little arrows and does not have the drop down thingee. I have tried downloading it and installing it again but end up with the same problem.
DamienKnight
May 11 2010, 02:24 PM
QUOTE (last_of_the_great_mikeys @ May 10 2010, 01:34 PM)
Hmm... Whenever I load up the generator I get an "Error, data may be lost" warning. The "Main Sheet" page lacks those little arrows and does not have the drop down thingee. I have tried downloading it and installing it again but end up with the same problem.
Please provide your OS and spreadsheet program (including version and patch number).
All we can do is tell you if it has been tested before and if it is working.
The sheet works great on Windows XP w/ Office 2003 patch 3.
DamienKnight
May 14 2010, 02:31 PM
Version 1k is now available.http://www.mediafire.com/file/mlnzdqjfwwc/SR4CG_DK_1k.zipVersion k does not introduce any new features. It is a collection of fixes ive made in the last two weeks.
- Fixed some ammo costs
- Fixed conditional formatting for SLOTs on vehicles page
- Fixed Free Knowledge Points for Karma System
- Added vehicle Mod 'Used (Degredation)' and 'Used (Gremlins 1)' and 2 -- get used cars on the cheap!
- Added Lifestyle options from Running Wild
- Fixed post-infection attribute minimums
- Fixed Drake Breath Weapon damage (now based off Magic instead of Essence)
- Fixed magic attribute on Pets page. Added Edge.
Just as a reminder:
The sheet now includes PETS. Calculate training costs, change it to a warform or Chimeric pet! Install a CAST system and rig your pet! All included in the new Pets page!
Drakes can select their breath weapon on the Magic page, and it will show up on their charsheet, complete with elemental effect info!
Qualities can now have notes! Just add ' [blah]' to the quality. Include a space to separate the quality name from the note, and put the note in square brackets. Now you can have 'Allergy, Mild Uncommon [Sunlight]' or 'Compulsion (Mild) [Honor System]' on the charsheet!
Your can now buy used vehicles at a discounted price! Just add the 'Used' mod to the vehicle and get used cars Cheap!
Post-character-creation infection has been improved... now your stats will increase their minimums properly based on your original stats! Its a great time to become a Ghoul!!!
Enjoy! Please post any feedback you have, including comments on how I could improve the Pets page (or comment on how perfect it is
As usual, Thanks to the community for the support. These updates wouldnt happen without you.
WearzManySkins
May 16 2010, 08:45 PM
missing or unable to locate the following weapons from the weapons list:
Ares S-III Super Squirt SR4 page 309
Fichetti Pain Inducer SR4 page 309
Also Smartgun cameras have the below options but not included in your spreadsheet:
Smartgun Camera Vision Low Light
Smartgun Camera Vision Thermographic
Smartgun Camera Vision Flare Compensation
Smartgun Camera Vision Ultrasound
Raven the Trickster
May 16 2010, 11:14 PM
It looks like at the moment in version k that the full total BP cost for starting knowledge skills is included in you build point total, rather than deducting for the free skill points you get for your knowledge+intuition*3. It took me a while to figure out why a build I was recreating to test the sheet that I knew was about right for points was going almost 50 points over. Also don't pixies have a base edge of 2?
SpellBinder
May 17 2010, 05:46 PM
Decided to spend some time poking around the Adapsin issue I get when I resave the sheet as an XLSM file (will look into the Grade drop down issue later, when I figure out how that works). For some reason, in the cells that handle the object "Complete_Grade_Table" for some reason changes the check from "Has_Adapsin" to "Background!Has_Adapsin" after the conversion to an XLSM file. Found this while evaluating formulas in those cells, and that object came up in conflict with any cyberwear tagged for Adapsin.
Now to figure out how to get rid of that extra "Background!" piece of code since it wasn't being added in the conversion to XLSM until version 1j.
Added: I think I found the issue. Don't know if it's in the previous version of Excel, but in 2007 there's a Name Manager that lists "Has_Adapsin" twice, and one of those references a drive:file location that doesn't exist on my computer, and the other file is referenced before the same name within the workbook. Just can't remove any of the name references that aren't part of the Workbook.
WearzManySkins
May 18 2010, 01:13 AM
@Spellbinder
Try using Office 2010, names are gone/removed replaced by absolute cell references.
SpellBinder
May 18 2010, 01:46 AM
No need (read below). Besides, an alert about labels in formulas being changed to cell references pops up in the 2007 version as well when I first open the original XLS. I expect it's the same thing.
Anyway, found where the error was that caused all of this, and it's partially in some duplicate entries I found in the Name Manager. There's two each of "Gear", "Complete_Gear_Table", and "Has_Adapsin" entries. I removed the duplicates with the Scope "Background", and deleted the "Background!" part of the code in the Refers To entries for "Gear" and "Complete_Gear_Table" so those don't call the Background book, and it works fine now. As a simpler fix I could've just had the "Has_Adapsin" line that is Scoped to "Background" changed to refer to the correct cell reference (BU120 instead of BU119 in the Misc_Data sheet), but I opted to clean out duplicate code instead.
Oh, this is also before I told the file to refer to itself for all information, rather than to a non-existent "O:\Documents\Books\sheets\SR4CG_DK_1i.xls" file it was linked to. Interestingly, this makes many of the duplicate entries in the Name Manager identical or nearly identical in the Refers To column.
DamienKnight
May 18 2010, 01:58 PM
QUOTE (SpellBinder @ May 17 2010, 08:46 PM)
No need (read below). Besides, an alert about labels in formulas being changed to cell references pops up in the 2007 version as well when I first open the original XLS. I expect it's the same thing.
Anyway, found where the error was that caused all of this, and it's partially in some duplicate entries I found in the Name Manager. There's two each of "Gear", "Complete_Gear_Table", and "Has_Adapsin" entries. I removed the duplicates with the Scope "Background", and deleted the "Background!" part of the code in the Refers To entries for "Gear" and "Complete_Gear_Table" so those don't call the Background book, and it works fine now. As a simpler fix I could've just had the "Has_Adapsin" line that is Scoped to "Background" changed to refer to the correct cell reference (BU120 instead of BU119 in the Misc_Data sheet), but I opted to clean out duplicate code instead.
Oh, this is also before I told the file to refer to itself for all information, rather than to a non-existent "O:\Documents\Books\sheets\SR4CG_DK_1i.xls" file it was linked to. Interestingly, this makes many of the duplicate entries in the Name Manager identical or nearly identical in the Refers To column.
I was able to remove the external link (probably happened when I copied in the Background page). I did not have the adapsin issue you are describing. When I looked at the sheet it was already correctly pointing to BU120.
Since I am using office 2003, I am not sure how I can identify or delete duplicate Name entries. I will try deleting them, reopening the sheet and recreating them and see if that does the trick.
QUOTE (Raven the Trickster @ May 16 2010, 06:14 PM)
Also don't pixies have a base edge of 2?
Sounds great. My pixie character would benefit from that. Can you find it in the book?
QUOTE (Raven the Trickster @ May 16 2010, 06:14 PM)
It looks like at the moment in version k that the full total BP cost for starting knowledge skills is included in you build point total, rather than deducting for the free skill points you get for your knowledge+intuition*3. It took me a while to figure out why a build I was recreating to test the sheet that I knew was about right for points was going almost 50 points over.
Fixed in version k.
Raven the Trickster
May 18 2010, 02:33 PM
Hmm... it would appear I misread the rule, pixies have a maximum edge of 7 and I assumed that made them like humans with a starting edge of 2. On further inspection there's nothing to support that though so I withdraw the statement (and I'll need to fix my pixie's character sheet).
SpellBinder
May 18 2010, 03:39 PM
I wouldn't worry too much about it, DK. Removing the external link may just clear it all up (will see with version l). And I think you're right, too. All of the duplicated entries point at the Background sheet.
I think the reason it worked as an XLS file is because the first Has_Adapsin line errored out because there was no reference, and Excel moved on to the next line and found the right cell; as an XLSM it does not seem to do this and so errors on the first one.
Drats
May 18 2010, 08:52 PM
The Active Skills drop-down menu seems to cut off after "Stealth (Group)" near the bottom, with the actual skills in the group and the entire Tasking skillgroup unlisted. (I'm running OpenOffice instead of Excel, though, so it could be my problem and not the sheet's.)
Werd
May 18 2010, 09:04 PM
Selecting 01 as a TM's paragon seems to not be working correctly, it does not display the information about the paragon like the others. Instead it just says 1 instead of 01, Sprite of choice is two #N/A, advantages is #N/A and disadvantages is #N/A. Also is it possible to enable the optional rule to make CF cost the same as spells to train as described on page 39 of Unwired?
Nifft
May 19 2010, 04:18 AM
Would it be possible to have Skill Groups show the skills in their group on the Character Sheet?
Thanks, -- N
DamienKnight
May 19 2010, 01:33 PM
QUOTE (Raven the Trickster @ May 18 2010, 09:33 AM)
Hmm... it would appear I misread the rule, pixies have a maximum edge of 7 and I assumed that made them like humans with a starting edge of 2. On further inspection there's nothing to support that though so I withdraw the statement (and I'll need to fix my pixie's character sheet).
Ah. Ok, where can I find that it says they have a max of 7?
QUOTE (Drats @ May 18 2010, 03:52 PM)
The Active Skills drop-down menu seems to cut off after "Stealth (Group)" near the bottom, with the actual skills in the group and the entire Tasking skillgroup unlisted. (I'm running OpenOffice instead of Excel, though, so it could be my problem and not the sheet's.)
Sorry about that. Fixed in version L.
QUOTE (Werd @ May 18 2010, 04:04 PM)
Selecting 01 as a TM's paragon seems to not be working correctly, it does not display the information about the paragon like the others. Instead it just says 1 instead of 01, Sprite of choice is two #N/A, advantages is #N/A and disadvantages is #N/A. Also is it possible to enable the optional rule to make CF cost the same as spells to train as described on page 39 of Unwired?
This has to do with the formatting on the cell. Since it has no specific format, excel chooses the format based on contents. When it sees 01 it assumes it is a number, so it shaves off the zero, cause the lookup to fail. Fixed in version L by forcing the cell to be a 'Text' format type.
QUOTE (Nifft @ May 18 2010, 11:18 PM)
Would it be possible to have Skill Groups show the skills in their group on the Character Sheet?
Thanks, -- N
When selecting a skill, go to the bottom of the list. There the skill groups are listed a second time along with all of the skills that are part of the group. (Minus stealth, see above).
Delarn
May 19 2010, 03:52 PM
Can you put the group less skils before the list of skills under the group and only the group skill with the groups. It would help seaching for skills and for groups without having 2 times the list of skills.
Draco18s
May 19 2010, 04:20 PM
QUOTE (DamienKnight @ May 19 2010, 09:33 AM)
Ah. Ok, where can I find that it says they have a max of 7?
Runner's Companion, under the section for how to build a Pixie.
AFB at the moment, so I don't have a page number.
Nifft
May 19 2010, 04:31 PM
QUOTE (DamienKnight @ May 19 2010, 08:33 AM)
When selecting a skill, go to the bottom of the list. There the skill groups are listed a second time along with all of the skills that are part of the group. (Minus stealth, see above).
Right. And I can look in the book to see what skills are in what groups.
I'm just saying that, for convenience -- especially when handing a pregen sheet to a new player -- it would be really nice if I could buy a skill group on the main tab and have the character sheet tab display more than just the group name, by also showing what skills are in the group.
Thanks, -- N
Nifft
May 19 2010, 04:34 PM
QUOTE (Draco18s @ May 19 2010, 11:20 AM)
Runner's Companion, under the section for how to build a Pixie.
AFB at the moment, so I don't have a page number.
Page 84, last sentence in the "Not Metahuman" section... not in the Pixie section at all.
Gotta say I'm not happy with the editing choice there.
DamienKnight
May 19 2010, 06:29 PM
QUOTE (Nifft @ May 19 2010, 11:34 AM)
Page 84, last sentence in the "Not Metahuman" section... not in the Pixie section at all.
Gotta say I'm not happy with the editing choice there.
Pixies now have maximum of 7 edge, Sasquatch Naga and Centaurs now have 5 edge max. Thanks for finding that for me.
Draco18s
May 19 2010, 09:45 PM
QUOTE (Nifft @ May 19 2010, 12:34 PM)
Gotta say I'm not happy with the editing choice there.
Agreed.
Raven the Trickster
May 20 2010, 01:13 AM
Critical strike description is given as + [level]DV per level where [level] is whatever level you select for critical strike.
DamienKnight
May 20 2010, 05:44 PM
QUOTE (Raven the Trickster @ May 19 2010, 08:13 PM)
Critical strike description is given as + [level]DV per level where [level] is whatever level you select for critical strike.
Changed description in version l to '+[level] DV to unarmed attacks'
SpellBinder
May 24 2010, 05:53 AM
Been pondering a thought on how to implement it into the sheet. Basically thinking thus far if a batch of extra vehicle mods can be added to the list to incorporate the option of variant vehicle models (Arsenal, pages 106-107). Speed and Acceleration variants are easy enough to add, though all of the vehicle stats can be changed a little at GM's discretion.
Figuring this would be easier in the long run, as opposed to adding every similar model vehicle and drone to the list.
Krrayn
May 24 2010, 08:31 PM
First off, I absolutely love this character generator. It has been invaluable to me as a player since I started playing SR4 a couple of years ago.
Now to the grit. I couldn't find a way to select the Dormant Metagenetics positive quality (Runner's Companion, p. 73). I can fudge the cost of course, for example by selecting Class I Surge (for human) or Class II Surge (for other), but I thought you might want to know that these incorrectly reference "sr4" as the "book" instead of RC.
Keep up the great work!
Drats
May 24 2010, 09:22 PM
I was playing around putting hypothetical characters together the other day, and for some reason the cybereye/cyberear modifications weren't raising the cost of the 'ware. I had a fully decked-out set of cybereyes that had the same cost and availability as the base unmodified version would.
Nifft
May 24 2010, 10:10 PM
QUOTE (Drats @ May 24 2010, 04:22 PM)
I was playing around putting hypothetical characters together the other day, and for some reason the cybereye/cyberear modifications weren't raising the cost of the 'ware. I had a fully decked-out set of cybereyes that had the same cost and availability as the base unmodified version would.
You need to select a grade for cyberparts. Then the stuff you put in the cyberparts will price correctly.
Tyro
May 25 2010, 02:30 AM
The Ally Spirit tab is missing the Aura Masking power (Street Magic 98). Inhabitation spirits should get it for free. (Street Magic 100, sidebar)
Mäx
May 25 2010, 07:54 PM
QUOTE (Dakka Dakka @ Mar 25 2010, 11:27 AM)
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."
I heavily support this, i just spent an 2 houers reading this topic to find out what it does, also you might want to think about putting it TRUE as standart, as it is the RAW and i think that a char sheet shouldn't has any kind of house rules on as a standart.
On an other note loving all the new stuff on the sheet, its quite croovy, my last version was from year ago.
I think i have to start to input my builds in to this cheet from the text files i have them as now, only used the old cheet for calculating money and essence cost
Mäx
May 25 2010, 07:54 PM
Damm douplepost
Tyro
May 25 2010, 10:57 PM
I ran out of room for genetic modifications on the Pets page
Draco18s
May 25 2010, 10:57 PM
Not to nitpick, but I see this a lot.
"Standard" ends with the letter D unless you mean a Russian frigate or a Bulgarian newspaper.
Nifft
May 26 2010, 03:21 AM
Can I request that the default for the Settings page be the Core Rules, rather than mostly House Rules?
I send new players to this thread to find the newest sheet (because it is the most awesome character generator ever), then I have to tell them to change a bunch of settings before they can use it...
Thanks, -- N
Tyro
May 26 2010, 03:32 AM
Maybe 2 different sheet uploads? I use mostly the defaults (with the main exception being Karmagen).
Raven the Trickster
May 26 2010, 04:21 AM
On the printed character sheets, the third version defaults to luxury lifestyle for 1 month and docwagon basic when nothing is selected.
cndblank
May 26 2010, 02:55 PM
A NPC switch that would turn off the edits would be nice for GMs.
Raven the Trickster
May 28 2010, 03:34 AM
Maybe I`m just missing it, but there doesn`t seem to be any listing for the common use program suites that you can purchase with a commlink from page 232 SR4A
The Lorax
May 28 2010, 08:47 AM
This is pretty interesting. Thank you for spending the time working on it. I wish more people were as devoted to the game.
DamienKnight
May 28 2010, 12:43 PM
QUOTE (Tyro @ May 25 2010, 05:57 PM)
I ran out of room for genetic modifications on the Pets page
There is a limit according to Running wild of 6 genetic modifications.
QUOTE (Draco18s @ May 25 2010, 05:57 PM)
Not to nitpick, but I see this a lot.
"Standard" ends with the letter D unless you mean a Russian frigate or a Bulgarian newspaper.
Be more specific.
QUOTE (Nifft @ May 25 2010, 10:21 PM)
Can I request that the default for the Settings page be the Core Rules, rather than mostly House Rules?
I send new players to this thread to find the newest sheet (because it is the most awesome character generator ever), then I have to tell them to change a bunch of settings before they can use it...
Thanks, -- N
You may request it, yes. You are not the first. I disable the wild rules, but enable some of the ones that really make sense for me. Yes, I use the sheet as a platform to preach my opinions on shadowrun. Its fun.
Drats
May 28 2010, 01:17 PM
That "standart" thing wasn't anything about the sheet; it was directed at someone else's post:
QUOTE (Mäx @ May 25 2010, 08:54 PM)
(...)also you might want to think about putting it TRUE as standart, as it is the RAW and i think that a char sheet shouldn't has any kind of house rules on as a standart.
Draco18s
May 28 2010, 02:21 PM
QUOTE (Drats @ May 28 2010, 08:17 AM)
That "standart" thing wasn't anything about the sheet; it was directed at someone else's post:
Yeah, apologies for not quoting at the time, but Tyro posted at the same time I did, so I had thought there was reasonable context.
AStarshipforAnts
May 28 2010, 08:26 PM
I really love this generator. But, Excel crashes every time I try to add any kind of bioware or cyberware. I'm running Microsoft Office 2008 on Snow Leopard. Everything else seems to be working fine. Are there some settings I should change to make this work?
Tyro
May 28 2010, 08:47 PM
A quick note: all commlinks come with a R1 Scan program. I don't remember where the rule is, but I'm sure someone knows
Drats
May 28 2010, 09:45 PM
It's in the Matrix chapter, under the "Detect Wireless Nodes" action (or whatever they call it.)
Tyro
May 28 2010, 09:49 PM
QUOTE (Drats @ May 28 2010, 02:45 PM)
It's in the Matrix chapter, under the "Detect Wireless Nodes" action (or whatever they call it.)
Many thanks.
Draco18s
May 29 2010, 03:13 PM
QUOTE (Tyro @ May 28 2010, 03:47 PM)
A quick note: all commlinks come with a R1 Scan program. I don't remember where the rule is, but I'm sure someone knows
Don't they also come with R1 Browse programs too?
Drats
May 29 2010, 11:16 PM
I'm not sure about that one; I know that most lifestyles come with access to an MSP, and that most MSPs provide use of a few low-level utilities like Browse. Sounds to me like that'd be a reeeeal headache to put into a spreadsheet, though.
Tyro
May 31 2010, 05:14 AM
QUOTE (Drats @ May 29 2010, 04:16 PM)
I'm not sure about that one; I know that most lifestyles come with access to an MSP, and that most MSPs provide use of a few low-level utilities like Browse. Sounds to me like that'd be a reeeeal headache to put into a spreadsheet, though.
It's explicitly stated that commlinks come with a R1 Scan program. By RAW, no other programs come with a commlink or OS to my knowledge.
WearzManySkins
May 31 2010, 07:19 AM
Your character starts with a number of Knowledge skill points equal to (Logic + Intuition) x 3, Version K charges you 2 BP per knowledge/language skill despite the main sheet saying you get so many free Bps in knowledge/language skills.
Version J calculates and charges BP costs correctly.
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