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BobChuck
Just please fix the printing; I can only print "sheet 3", and none of the supplemental sheets.

Also, there are formatting errors on sheet 3 - the commlink boxes are not all merged, and the lifestyle/docwagon does not update. Easy to fix (I already corrected them on my copy) but just want to make sure you are aware.

If it matters, I am using Open Office.
DamienKnight
QUOTE (BobChuck @ Jul 26 2010, 07:40 AM) *
Just please fix the printing; I can only print "sheet 3", and none of the supplemental sheets.

Also, there are formatting errors on sheet 3 - the commlink boxes are not all merged, and the lifestyle/docwagon does not update. Easy to fix (I already corrected them on my copy) but just want to make sure you are aware.

If it matters, I am using Open Office.


Lifestyles are fixed in sheet 3 on version L. I am not experiencing any issues with commlinks on L, though I dont recall fixing it.
DamienKnight
QUOTE (Thirty Second Artbomb @ Jul 25 2010, 08:52 PM) *
...none of it stacked with the Guardian's integral recoil comp....both of the Ingram SuperMach 100 entries have their integral RC 3 mentioned in their notes but not included in their RC calculation.)


There are two ways the sheet tracks a weapons default recoil... a recoil value in the weapons table, and a seperate table which lists only weapons with default recoil, and it breaks it down into the recoil type. It seems that since I missed the recoil in the Guardians description, when I was creating the table with default recoil breakdown I left the guardian out. Added the guardian and ingram supermach to the table, they should now stack properly with modded recoil.

Please note that according to the book, the supermach cannot mount barrel or underbarrel accessories. Also, many of the weapons with large amounts of integral recoil are incompatible with ANY modifications to the weapon.

QUOTE (Mäx @ Jul 24 2010, 11:44 AM) *
Thats allready in as a optional rule in the options tab, dont know why its in as optional but its there.
Also tho answer your first guestion, thats most likely a house rule of his.

Metavariants should be able to select Metagenetic traits. There was a dispute over this, so a custom rule was added 'Metavarients Surge House Rule' which allows this to be option. Some GMs did not want Metavarients selecting SURGE powers without the SURGE quality.

QUOTE (Dumori @ Jul 25 2010, 11:53 AM) *
Yeah is house rules overide every thing. Some aren't even optional.

Could you elaborate? I am unable to understand your statement Dumori.

QUOTE (Mäx @ Jul 14 2010, 02:53 AM) *
Could it be possible to get Neoteny as availebul quality to those infected with immunity(age)


Good idea! Added this option in version L.

For those who care how I did it:
[ Spoiler ]


QUOTE (Inpu @ Jul 14 2010, 03:25 AM) *
It would rock if you could put custom qualities in.

Printed character sheets: I love this feature to death, but I noticed a few small problems with my version. First and foremost, the programs, magic, cyberware, complex forms all goes in one square. This means that if you have a ton of programs and cyberware on the side, you often lose text. I think a good solution for this would be a side page for programs (or cyberware) like you have for the Mage. Less clutter, more likely to not lose text without having to tweak the sheet.

On the same topic, while there is a pet section I'm not seeing a pet print sheet, which can probably be dealt with in a similar fashion to the vehicle sheet. Further, on character sheet 1 and 2 it correctly identifies what lifestyle has been bought and what Docwagon contract you have. All others automatically say Luxury 1 month and Basic Docwagon.


You can add custom qualities to the Qualities_Data sheet. I will put in a few blanks at the end of each section to make inserting these easier.

There is ALOT of data potentially going in to the Dynamic box in the charsheets. One way to save space is to get all non-hacking programs at the same rating, as the sheet will detect it and summarize. It does the same for hacking programs. Custom programs will always be listed separately.

I am thinking about putting a check box next to the charsheets which lets you select what types of data goes into the Multi-purpose box.

As far as pets go, I have had good luck just printing them directly from the Pets page. Change your orientation to Landscape, select the area you want to print and then select 'Print Selection'. Make sure to print in greyscale, or the cell highlighting will eat up your ink cartridges. I have a hard time creating a whole new printable sheet for these when printing from the Pets page works so well!
Thirty Second Artbomb
QUOTE (DamienKnight @ Jul 26 2010, 06:49 AM) *
Please note that according to the book, the supermach cannot mount barrel or underbarrel accessories. Also, many of the weapons with large amounts of integral recoil are incompatible with ANY modifications to the weapon.

Yeah, I'm aware. I was mostly sanity-checking myself by putting the exact same modifications on things to see if the math in the spreadsheet worked, rather than to build a rules-compatible weapon. No hard feelings for the massive rules-lawyering and book-citing on my part?
Mäx
QUOTE (DamienKnight @ Jul 26 2010, 04:49 PM) *
Good idea! Added this option in version L.

For those who care how I did it:
[ Spoiler ]

Cool, thanks and that is a little more elecant way to do it.
DamienKnight
QUOTE (Thirty Second Artbomb @ Jul 26 2010, 04:17 PM) *
Yeah, I'm aware. I was mostly sanity-checking myself by putting the exact same modifications on things to see if the math in the spreadsheet worked, rather than to build a rules-compatible weapon. No hard feelings for the massive rules-lawyering and book-citing on my part?

I am glad you pulled up the rules. Only one of my characters uses guns, and he has a Colt Assault rifle. The colt's integral recoil comp is described as a gas venting system, so it is incompatible with other Gas Vent systems. Somehow I had extrapolated that in my mind to mean all integral recoil comp was incompatible with gas vents. In fact most integral recoil is not from gas vents, so it should be perfectly compatible with them... assuming the weapon can accept upgrades.

Dont be afraid to point out when I am wrong. It happens alot.

"It is unwise to be too sure of one's own wisdom. It is healthy to be reminded that the strongest might weaken and the wisest might err."
-Ghandi

QUOTE (Mäx @ Jul 27 2010, 05:21 AM) *
Cool, thanks and that is a little more elecant way to do it.

When I saw your post, I was glad to see people were taking a crack at modifying the sheet themselves. I showed the way I did it so you could see how I designed the sheet. I love finding better ways of doing things, so please share if you find a way to add something or improve on something already there.


I was just testing changing one of my character to a Ghoul using the Character Generators post creation infection system. It seems it calculates stat boosts correctly, but it was gimping out on stat loss. Corrected this in version L. What this means is that if you character becomes infected after character creation, just put the 'x' in the box next to where you select the infection type, and the sheet will calculate your modified stats based for you, without bunging up your karma spent (as it would do if you added infection without this feature, which would cause the sheet to treat your stats as though you started infected.)
Thirty Second Artbomb
QUOTE (DamienKnight @ Jul 27 2010, 06:47 AM) *
I am glad you pulled up the rules. Only one of my characters uses guns, and he has a Colt Assault rifle. The colt's integral recoil comp is described as a gas venting system, so it is incompatible with other Gas Vent systems. Somehow I had extrapolated that in my mind to mean all integral recoil comp was incompatible with gas vents. In fact most integral recoil is not from gas vents, so it should be perfectly compatible with them... assuming the weapon can accept upgrades.

Dont be afraid to point out when I am wrong. It happens alot.

"It is unwise to be too sure of one's own wisdom. It is healthy to be reminded that the strongest might weaken and the wisest might err."
-Ghandi

Hooray, teamwork! Or something. I'm not sure, I'm loaded on too much caffeine right now and poking at version K to keep myself from doing anything more destructive.

More things I've found on the weapons sheet.
  • General: Smartgun-only modifications in custom ranged weapon slots 2-9 are tracking the smartgun status of custom ranged weapon slot 1, instead of their respective status boxes. For instance, if you have a Colt Manhunter or other non-smartgun weapon in the first custom ranged weapon slot and do not add a smartgun system to it, slots 2-9 will highlight smartgun-only weapon modifications as being incompatible even if the base weapon in that slot comes with or has been modified with a smartgun system.
  • Sling modification: Arsenal p.153 says that a sling modifies concealability by -1 when the weapon is ready and by -2 when the weapon is unready. The spreadsheet version modifies conditional concealability by +2 [eg., an assault rifle goes from +6 to +6(+8) instead of +4(+5)] - I'm not sure if this is the right calculation or example, so feel free to correct me if I'm wrong. Additionally, the +1 RC from a sling doesn't stack with the +1 RC provided by a foregrip as allowed on Arsenal p.148.
Mäx
QUOTE (DamienKnight @ Jul 27 2010, 03:47 PM) *
When I saw your post, I was glad to see people were taking a crack at modifying the sheet themselves. I showed the way I did it so you could see how I designed the sheet. I love finding better ways of doing things, so please share if you find a way to add something or improve on something already there.

Well even thought i kinda stated out the way you ended up doing it, it was Spellbinder who actually made that change in to cheat in an atleast semi elecantly.
Me, i pretty much brute forced it and just allowed it to all infested in that particular copy of the sheet that i actually needid it. embarrassed.gif

And really thats one of those features 99% of the people using the sheet will never need.

But dicking around with the sheet and seeing how you have done different function of it is making me understand little by little how to make it do what i want.

Where does your =modWalk and =modRun function pull those values from?
I was trying to change it so that critt, br would show correct moving speeds in the charsheet and also shapeshifters but couldn't find those values anywhere.
Gamer6432
QUOTE (Thirty Second Artbomb @ Jul 27 2010, 05:54 PM) *
  • Sling modification: Arsenal p.153 says that a sling modifies concealability by -1 when the weapon is ready and by -2 when the weapon is unready. The spreadsheet version modifies conditional concealability by +2 [eg., an assault rifle goes from +6 to +6(+8) instead of +4(+5)] - I'm not sure if this is the right calculation or example, so feel free to correct me if I'm wrong. Additionally, the +1 RC from a sling doesn't stack with the +1 RC provided by a foregrip as allowed on Arsenal p.148.

I think the idea is if you have a Sling, you can store the weapon in places that won't make clothing bulge as much. But I could be wrong.
Thirty Second Artbomb
QUOTE (Gamer6432 @ Jul 28 2010, 04:44 AM) *
I think the idea is if you have a Sling, you can store the weapon in places that won't make clothing bulge as much. But I could be wrong.


Or at least in ways that wouldn't make clothing bulge as noticably; after all, you're still tucking away a shotgun/assault rifle under your coat. Still doesn't quite explain why the concealability modifier is going up on the spreadsheet instead of down. ;)
DamienKnight
QUOTE (Thirty Second Artbomb @ Jul 28 2010, 01:12 PM) *
Or at least in ways that wouldn't make clothing bulge as noticably; after all, you're still tucking away a shotgun/assault rifle under your coat. Still doesn't quite explain why the concealability modifier is going up on the spreadsheet instead of down. wink.gif

Changed the 'Optional Conceal' value of the Sling mod from 2 to -1. This is tracked on the Gear_Data page.

QUOTE (Mäx @ Jul 28 2010, 03:50 AM) *
Where does your =modWalk and =modRun function pull those values from?
I was trying to change it so that critt, br would show correct moving speeds in the charsheet and also shapeshifters but couldn't find those values anywhere.


modWalk and modRun are tracked on the Misc_Data page, in column BX (called 'Variables').

It is based off your 'Base_Race' quality, multiplied by Celerity if need be. That reminds me, I need to factor Adiposis in to that formula...
Mäx
QUOTE (DamienKnight @ Jul 28 2010, 08:49 PM) *
modWalk and modRun are tracked on the Misc_Data page, in column BX (called 'Variables').

Thanks, found them.
Here's new funtions for those that also show correct walking/running speeds for sapient critters
modWalk:
=IF(Base_Race="Dwarf";8;IF(ELSE(Base_Race="Elf";Base_Race="Human";Base_Race="Ork";Base_Race="Spirit");10;IF(ELSE(Base_Race="Centaur");20;IF(ELSE(Base_Race="Naga");5;IF(ELSE(Base_Race="Pixie");1;15))*IF(34:34;1,5;1))))
modRun:
=IF(Base_Race="Dwarf";20;IF(ELSE(Base_Race="Elf";Base_Race="Human";Base_Race="Ork";Base_Race="Spirit");25;IF(ELSE(Base_Race="Centaur");100;IF(ELSE(Base_Race="Naga");20;IF(ELSE(Base_Race="Pixie");4;35))*ELSE(34:34;1,5;1))))
Also requiers that you give Centaur,Naga and Pixie their own base race types in the race tab.
Only problem this coused is that centaurs running speed doesn't fit into charcheets as its 3 numbers.
DamienKnight
QUOTE (Mäx @ Jul 29 2010, 02:14 AM) *
Thanks, found them.
Here's new functions for those ..


Is that written in Open Office Formula? In excel 2003 that translates to this:

modwalk
[ Spoiler ]


modRun
[ Spoiler ]
barrelv
Maybe this bug has been mentioned (or maybe I'm just nuts)

the Free_Knowledge_BP formula from Misc_Data!$CC$9 is multiplying by 6. Shouldn't that be a 3? Formula from the core is (Intuition + Logic) * 3 right?

otherwise, huge thank you for this sheet. It's made character creation so much more pleasant!
Traul
It's because your formula gives the number of free knowledge points. The sheet gives free BP instead, and one knowledge point costs 2 BP.
eidolon
Unless I'm totally missing something, it's messing up with the Knowledge Skill point calcs in general. You get 3(Logic + Intuition) points free for purchasing knowledge skills. Yet, when I just started grabbing my knowledge skills after getting to a 400pt build, it is charging me as though I don't get any freebs at all.

So it's showing me "36" free (since it's counting it as BPs), and I'm getting the Yellow/Red warning in the BP total box the instant I spend any. In fact, after I realized this, I went back and realized that it had charged me 4 from my main BP total when I chose a language skill early on. So at 400 BP according to the total box, I still had 4BP to spend on the character before knowledge/language skill points.

Still, awesome sheet.

edit:

Also just discovered that the sheet doesn't seem to recognize cyber melee weapons as weapons, and doesn't add them to melee weapons on the printed sheet. (At least when it's the spur, I didn't check the others.)
Mäx
QUOTE (DamienKnight @ Jul 30 2010, 07:02 PM) *
Is that written in Open Office Formula? In excel 2003 that translates to this:

I think my work labtop had an excell 2007.
Is the only difference that my funktion has semi colons[;] instead of colons[,], if so thats actually most likely becouse im using finnish langue excell.
Have to remember to change the semi colon to colons next time im translating a funktion. wink.gif

Do you think it would be possible to get it to also so the other movment speed like pixie fying speed, maybe like tis for pixies:
1(20)/4(50)
Thirty Second Artbomb
QUOTE (eidolon @ Jul 30 2010, 01:33 PM) *
Also just discovered that the sheet doesn't seem to recognize cyber melee weapons as weapons, and doesn't add them to melee weapons on the printed sheet. (At least when it's the spur, I didn't check the others.)

You have to select those on the weapons sheet after you purchase them on the cyberware/cyberlimb sheet. It won't double the cost or essence or anything like that, it's just a kludge.
DamienKnight
QUOTE (Mäx @ Jul 31 2010, 01:06 PM) *
I think my work labtop had an excell 2007.
Is the only difference that my funktion has semi colons[;] instead of colons[,], if so thats actually most likely becouse im using finnish langue excell.


It also had a plethora of 'ELSE' statements, some used where 2003 required nothing, and some where 'OR' was appropriate.
Mäx
QUOTE (DamienKnight @ Aug 2 2010, 10:03 PM) *
It also had a plethora of 'ELSE' statements, some used where 2003 required nothing, and some where 'OR' was appropriate.

Damm, that too is a translation error by me, i dont even know why i changed them to ELSE becouse OR is actually correct translation embarrassed.gif frown.gif
Well maybe i translate the next function correctly wink.gif
Atlest i got you the requisite numbers for easy reference biggrin.gif
Raven the Trickster
Any word on when we're going to see version L? It seems like there's been so many bug fixes since K that just an update with that alone would be very much worthwhile.
Bazzek
Hey all,

new to the forum, came here because a friend who runs our SR4 campaign gave me this wonderful sheet.

I noticed one oddity tho, when i purchase (at creation) muscular toning 2, i would expect my modified agility to go up by 2. Oddly enough it stays at the level i got through using BP on the stat itself.

I do use the sheet in 2007, but the only complaint 2007 had was that there was use of labels and that they would be replaced by cell references without harming the workings of the formulas. Could this be the cause (if so, i will hunt down a 2003 version at work and install that to use the sheet in 2003).


EDIT: okay, i am a dope... getting full arm replacements (obvious or not) removes the effect of the muscle toning obviously.



I also run into the same thing as eidolon, knowledge freebees are not calculated. Not very much a problem, but kinda wonky.

Also, when you exceed the knowledge freebie level, it colors green instead of yellow (nothing harming, but it doesn't follow the pretty color coding smile.gif
Mäx
QUOTE (Bazzek @ Aug 9 2010, 10:17 AM) *
EDIT: okay, i am a dope... getting full arm replacements (obvious or not) removes the effect of the muscle toning obviously.

It doesn't really remove it, the sheet just automatically calculates the avaraged atributes values, just raise the agility of that arm to same or higher then your augmented agility and you once again get the full benefits of that muchle toner.
DamienKnight
QUOTE (Mäx @ Aug 9 2010, 08:00 AM) *
It doesn't really remove it, the sheet just automatically calculates the avaraged atributes values, just raise the agility of that arm to same or higher then your augmented agility and you once again get the full benefits of that muchle toner.



Exactly. The sheet calculates each arm, leg, and torso stats seperately.

For example:

You have base str of 3. You get muscle toner 2, raising your str to 5.

You get an arm replaced, and it starts with a str of 3. Now your average str reported on the sheet is 4.

Finally, you save the creds and get the arm tweaked, now boosting it to a STR of 6. Your average str on the sheet goes back up to 5, and where the arm is listed on the sheet, it shows its str is 6.

I suggest using the houserule setting where full body cyberware costs/essence is reduced when you get limbs. If you have two cyberarms, that bone lacing and muscle toner will require less wares to get, and take less time installing, so should cost you a bit less essence at nuyen.
Traul
I have problems with the Infected: the sheet makes them all start with Magic 2 and Essence 6 for the ones with Essence loss.
DamienKnight
QUOTE (Traul @ Aug 9 2010, 11:54 AM) *
I have problems with the Infected: the sheet makes them all start with Magic 2 and Essence 6 for the ones with Essence loss.


Not sure about the Magic 2, but the max essence for any infected with essence loss is 12, meaning their point of 'Lost' Essence when they get infected is not permanent the way it is for characters without essence loss. If you disagree with this, DO NOT post here about it. Post in the main forums and start a discussion, then link the thread here.
Draco18s
That's a little difficult to read there, Damnien, but I think what you're trying to say is that these infected can get their Essence up to 12, even if their current value is lower, and that cyberware is lopping off the end (so an infected with 2 points of cyber has a max of 10, though if they're currently fed to 6, they still have 6).
DamienKnight
QUOTE (Draco18s @ Aug 10 2010, 12:41 PM) *
That's a little difficult to read there, Damnien, but I think what you're trying to say is that these infected can get their Essence up to 12, even if their current value is lower, and that cyberware is lopping off the end (so an infected with 2 points of cyber has a max of 10, though if they're currently fed to 6, they still have 6).


I think the natural maximum of Essence for a creature with essence loss is 6. 2 points worth of cyberware would drop them to 4. They can drain up to twice their max essence. This means a new vampire with no wares could soak up to 12 essence. One with 2 points of cyberware cannot exceed 8 essence.
Draco18s
QUOTE (DamienKnight @ Aug 11 2010, 10:52 AM) *
I think the natural maximum of Essence for a creature with essence loss is 6. 2 points worth of cyberware would drop them to 4. They can drain up to twice their max essence. This means a new vampire with no wares could soak up to 12 essence. One with 2 points of cyberware cannot exceed 8 essence.


Er, yes. That sounds right.

Anyway, the point was, you can still "have" 6 essence even after 'ware.
Tyro
The Defiance EX Shocker is SS, not SA.

Injection darts (for dart pistols) don't appear to be in the gear list.
Mattily
Is there any way to put more selection boxes in under a category?

Also, is there a way to specify which sense etc has been selected for the adept abilities such as improve sense?

(I'm really bad at excel so sorry if its obvious or been asked before)

Excel 2010 keeps sending up compatibility messages on closing, but it seems to be working fine so I've been ignoring them so far, I'll let you know if they do produce problems

Nice program by the way, thanks for your efforts.

Thanks
Mattily
Got another question...is it possible to add custom mentor spirits? I've tried and keep getting that my formular is wrong. It probably is.

Oh for the days of nsrgc...I knew how to edit that!!!!

Sorry for all the piddly little questions

Thanks
ScarabDrac
First off, I LOVE THIS GENERATOR! My thanks go out to everybody who has contributed to this project!

Now that that's out of the way, I have a couple questions.

I don't see any links to verion L. When will it be available?

Where in the workbook are the lists such as Cyberware_Wares_Selected and Cyberparts_Selected (used in Char Sheets) defined? I'm working on an plan for a Wares sheet that grouped by type (headware, bodyware, bioware, etc) and has page references, and I'd like to reuse as much of the current code as possible. (Call it good SoftEng habits or laziness, your choice. rotate.gif )

Again, thank you for the wonder app!
Tyro
To fix compatibility messages, save the sheet as .xlsm (excel macro-enabled document). It should also halve (approximately) your file size.
Mäx
QUOTE (Mattily @ Aug 15 2010, 04:20 PM) *
Got another question...is it possible to add custom mentor spirits? I've tried and keep getting that my formular is wrong. It probably is.

Right lick on the tab list at the bottem, click show from the opening menu and then select Magic_data to unhide the magic data tab.
Once your in that tab scroll to left until you see the list of available Mentor spirits, then just right lick on one of the mentorsd listed and select add from the opening menu and then whole line.
After that just fill in your own mentor spirit.

If that wasn't clear enounght, ask a specific question about the proses and i'm sure i or someone else will explain it better.

As for your question about adept powers, those powers have a [sense] or [skill] or somethink else in the end there, the text between the crackets can be changed to what ever you want, just reblase the word thats in them with what you want in the function line.
Mattily
Many thanks...I'll give it a try this evening
Mäx
QUOTE (Mattily @ Aug 16 2010, 11:07 AM) *
Many thanks...I'll give it a try this evening

Your welcome, hope it works for you.
I'm not really that good at articulating advice like that and translation causes it own problems(my work laptop has a frakking Finnish excel)
Thirty Second Artbomb
Yay, more bugs to report for Version 1k.

Lifestyle: AI home node costs are being added to BP-purchased nuyen, rather than subtracted from it.

Main Sheet: Knowledge skill points aren't being accounted for properly.
  • By RAW, characters receive (Int+Log)x3 knowledge points right out of the gate at no cost. Using the SR4A TM example character on p.112, he starts with Int 5 and Log 5, which equates to 30 free knowledge points to spend on languages, knowledge skills, and their associated specializations. Version 1k is not accounting for this, and is calculating as if starting knowledge and language skills are being purchased with BP instead of starting knowledge points. This puts the SR4A TM example character at 459/400 BP.
  • Additionally, due to the above miscalculation, cell AE8 appears to be basing the number to the left of the slash on the amount of BP spent on language and knowledge skills. With the SR4A TM example character, it displays 59/60 instead of 30/60.

Main Sheet: Starting sprites cost Karma regardless of if the sheet is in karmagen mode or not.

Gear: I can't find a listing for software programming suites, found on Unwired p.118. If it's not buried somewhere unlikely, the entry for them is:
  • Software Programming Suite (Rating 1-5)
  • Availability 6
  • Cost: Rating x 1,000¥

Gear, Armor Modifications & Weapons, Melee Weapons: Shock Frills are not listed. SR4A, p.327:
  • Shock Frills (requires Nonconductivity armor modification)
  • Availability 6R
  • Cost: 200¥
  • Reach -
  • Damage 6S(e)
  • AP -half

Weapons: Unless this has been errata'd, the Yamaha Sakura Fubuki does not fire four rounds per burst as of SR4A. All other aspects of this weapon are correct.

I've also seen some bizzare armor capacity glitches, but I still haven't gotten around to pinpointing exact circumstances, so I won't list anything about that just yet.
Mäx
Damm douple post
Traul
Signal and Response upgrades are not factored in the vehicle prices. It looks like you have fixed it for the first vehicle, but forgot to copy-paste it for the other ones.
DamienKnight
QUOTE (Thirty Second Artbomb @ Aug 16 2010, 06:27 AM) *
Lifestyle: AI home node costs are being added to BP-purchased nuyen, rather than subtracted from it.

Main Sheet: Knowledge skill points aren't being accounted for properly.

Gear: I can't find a listing for software programming suites, found on Unwired p.118. If it's not buried somewhere unlikely, the entry for them is:
  • Software Programming Suite (Rating 1-5)
  • Availability 6
  • Cost: Rating x 1,000¥

Gear, Armor Modifications & Weapons, Melee Weapons: Shock Frills are not listed. SR4A, p.327:
  • Shock Frills (requires Nonconductivity armor modification)
  • Availability 6R
  • Cost: 200¥
  • Reach -
  • Damage 6S(e)
  • AP -half

Weapons: Unless this has been errata'd, the Yamaha Sakura Fubuki does not fire four rounds per burst as of SR4A. All other aspects of this weapon are correct.

I've also seen some bizzare armor capacity glitches, but I still haven't gotten around to pinpointing exact circumstances, so I won't list anything about that just yet.


Fixed AI home node.

I have made alot of changes to Knowledge point cost in L. After it is released please review and see if the problem you describe still persists.

Programming Suites are in the 'Tools' group of gear for some reason. Moved to Software - Suites

Added Shock Frills option to Armor mods, and gave it an entry in the Melee weapons list.

The Sakura Fubuki still shoots 4 rounds. It is implied, but not clearly stated. It says 'it can do only narrow bursts' and 'only gets -1 recoil per shot' but the ammo is still listed as 10(ml)/x4. The only other place a /x denotation is used is for laser weapons, which explicitly use up multiple charges per shot. This indicates to me that the Fabruki still shoots 4 bullets at a time, and holds 40. If you disagree, please start a thread in the discussion forum, find a solution, then link the thread here.

I have made some fixes to the Armor Suits, so hopefully your glitches will be addressed. Its a complicated system (using formulas is crazy. Programming in vbscript would be SO much easier, but would only work for a portion of the users). I appreciate any playtesting and bug reporting on Armor Suits. Despite its issues, its one of my favorite parts of the sheet!

Oh, please note, if you edit any formulas in the hidden cells next to armor, many of them are matrix calculations, which require you to press 'Ctrl+Alt+Enter' when finished with them. There should be a '[]' around the equation after you do that. They break otherwise.

QUOTE (Traul @ Aug 16 2010, 09:09 AM) *
Signal and Response upgrades are not factored in the vehicle prices. It looks like you have fixed it for the first vehicle, but forgot to copy-paste it for the other ones.


I checked vehicle #2 and it was working. I guess it is fixed in L, though I dont recall. Maybe it was coincidentally copied to the other vehicles when I was doing another fix.
DamienKnight
QUOTE (Mäx @ Aug 16 2010, 02:41 AM) *
Right lick on the tab list at the bottem, click show from the opening menu and then select Magic_data to unhide the magic data tab.
Once your in that tab scroll to left until you see the list of available Mentor spirits, then just right lick on one of the mentorsd listed and select add from the opening menu and then whole line.
After that just fill in your own mentor spirit.

If that wasn't clear enounght, ask a specific question about the proses and i'm sure i or someone else will explain it better.

As for your question about adept powers, those powers have a [sense] or [skill] or somethink else in the end there, the text between the crackets can be changed to what ever you want, just reblase the word thats in them with what you want in the function line.


Good answers Max.

If anyone wants more cells available in a category, let me know specifically what you need and I will look into it.

I do not recommend manually adding cells anywhere. You will likely break something. If you decide to anyway, good luck!

Also, i wanted to remind everyone of a new feature (maybe it is in K, if not it is in L) that allows you to add comments to ANY quality. Simply add ' [blahblah]' after the quality name!
DamienKnight
Version L is now available!

http://www.mediafire.com/file/a2uzkvgttt8z...SR4CG_DK_1l.zip

This version mostly contains a whole mess of fixes.

-A few added features:
-Non-Mage Drakes can now select Psychic Detection Spells when they have Dragonspeech metamagic.
-New Generic [Element] spells for Bolt, Blast and Wave.
-Added a page for tracking your Initiation group.
-Qualities can now have [comments] after them. Woo HOO!

Thanks alot to the bugfinding and help of the Dumpshock community.
Thirty Second Artbomb
QUOTE (DamienKnight @ Aug 16 2010, 01:50 PM) *
Fixed AI home node.

I have made alot of changes to Knowledge point cost in L. After it is released please review and see if the problem you describe still persists.

Awesome, and I'll give that a check first thing.

QUOTE
Programming Suites are in the 'Tools' group of gear for some reason. Moved to Software - Suites

Added Shock Frills option to Armor mods, and gave it an entry in the Melee weapons list.

Also awesome on both counts.

QUOTE
The Sakura Fubuki still shoots 4 rounds. It is implied, but not clearly stated. It says 'it can do only narrow bursts' and 'only gets -1 recoil per shot' but the ammo is still listed as 10(ml)/x4. The only other place a /x denotation is used is for laser weapons, which explicitly use up multiple charges per shot. This indicates to me that the Fabruki still shoots 4 bullets at a time, and holds 40. If you disagree, please start a thread in the discussion forum, find a solution, then link the thread here.

I'll see if I can come up with a reasonable argument to support my position, then. Damned vague rules.

QUOTE
I have made some fixes to the Armor Suits, so hopefully your glitches will be addressed. Its a complicated system (using formulas is crazy. Programming in vbscript would be SO much easier, but would only work for a portion of the users). I appreciate any playtesting and bug reporting on Armor Suits. Despite its issues, its one of my favorite parts of the sheet!

Oh, please note, if you edit any formulas in the hidden cells next to armor, many of them are matrix calculations, which require you to press 'Ctrl+Alt+Enter' when finished with them. There should be a '[]' around the equation after you do that. They break otherwise.

Logic was my dump stat, so I don't do much in the way of code editing on my copies of the sheets. I'll go through the options for armor mods and figure out if any of them aren't working as intended in Version L.
Traul
Knowledge points work for me smile.gif

Beware: the default creation settings are not the standard ones, but a low-level 650 karma build. And when setting the karma to 650 you deleted the formula that used to switch between 400 BP and 750 karma. Maybe it would be better to have 2 separate lines for starting BP and starting karma so that one can change the values without destroying anything.

I also have a problem with the Black Market Pipeline setting: the menu does not accept 0 as a value, so it cannot be deactivated.
Tyro
It's trauma damper, not dampener.

Similarly, it's thermal damping, not dampening.
Mäx
QUOTE (DamienKnight @ Aug 16 2010, 11:55 PM) *
I do not recommend manually adding cells anywhere. You will likely break something. If you decide to anyway, good luck!

From what i have expirimented, adding whole new lines to various data tabs, havent broken anythink.
QUOTE (DamienKnight @ Aug 17 2010, 12:05 AM) *
-New Generic [Element] spells for Bolt, Blast and Wave.

This is nice and technically enough, but is there any chance at getting all the official elemental spell into the spell list(street magic has sidebar listing names for single target and AOE spell for all elements).
I can ofcource just add them myself, but would be super nice to not have to do that everytime a new version comes out.
Actually here's a link to a version that has them added, so all you would have to do is copy them in, pretty please wink.gif
Thirty Second Artbomb
QUOTE (Traul @ Aug 16 2010, 04:34 PM) *
Knowledge points work for me smile.gif
Same. Bon voyage, shoddy parenthesis-laden workaround hacks!
QUOTE
Beware: the default creation settings are not the standard ones, but a low-level 650 karma build. And when setting the karma to 650 you deleted the formula that used to switch between 400 BP and 750 karma. Maybe it would be better to have 2 separate lines for starting BP and starting karma so that one can change the values without destroying anything.
Haven't seen this yet, but then again I haven't poked too hard at karmagen either. Seems like a reasonable suggestion at any rate.
QUOTE
I also have a problem with the Black Market Pipeline setting: the menu does not accept 0 as a value, so it cannot be deactivated.
Odd, I didn't have that as a problem when I manually entered 0. Try that and see if it works?

Edit: Bug report removed. Look! I can admit when I'm wrong on the internet! grinbig.gif
Mäx
QUOTE (Thirty Second Artbomb @ Aug 18 2010, 01:44 PM) *
Gear, Armor Mods: Incorrect capacity values for several modifications when paired with specific gear.

That would be becouse all the other armors use the different capasity rules:
From Arsenal page 44.
"Each piece of armor or clothing can only accept a total number
of modifi cation rating points equal to 6 or the highest number
of its armor ratings (Ballistic or Impact) x 1.5 (round up), whichever
is higher. Unrated armor modifi cations (for example, the gel
pack modifi cation) take up 1 point"

Not to sound hostile, but you should read the actual rules germane to the situation before reporting bugs wink.gif
Traul
QUOTE (Thirty Second Artbomb @ Aug 18 2010, 01:44 PM) *
Odd, I didn't have that as a problem when I manually entered 0. Try that and see if it works?

I get an error when I try to enter a 0. Maybe it comes from OpenOffice. But that's not a big deal: I am not even sure there is an item with Availability 13, so 1 works well enough.
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