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Dakka Dakka
Another Bug report:
Slot cost for Weapon mounts are still off.
According to arsenal p. 145-148 a normal mount (LMG or smaller) should be 1 slot, a reinforced mount (all weapons) should be 2 slots
Options add to that as follows:
Visibility
external +0
internal +2
concealed +3

Flexibility
fixed +0
flexible +1
turret +3
heavy turret +4

Control
remote control +0
manual +1
armored manual +2
manual control can be combined with remote control add additional ¥cost but without adding slot cost.

So the minimum Slot cost (normal external fixed remote controlled weapon mount) should be 1 and the theoretical maximum (concealed heavy turret with armoured manual control, I know this is ridiculous) 11, or more sensibly a visible heavy turret with combined armored control costs 8 slots.
In version L and in several earlier versions the normal fixed remote controlled weapon mount is 0 slots. The visible heavy turret with combined armored control comes up costing 7 slots.
Thirty Second Artbomb
QUOTE (Mäx @ Aug 18 2010, 04:43 AM) *
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 ;)


Edit: Rebuttal retracted. Hm. Considering the armor capacity rules are optional, as noted at the top of Arsenal p.44, perhaps option flags are in order? It'd let players toggle armor modification rules based on their GM's preferences.
Dakka Dakka
QUOTE (Thirty Second Artbomb @ Aug 18 2010, 07:31 PM) *
Hm. Perhaps option flags are in order, to toggle armor modification rules based on your GM's preferences?
IIRC you can put as much modifications into armor as you like wih the sheet. If you exceed the optional maxima, the color of the cells changes. That's all.

After I checked the statement above I found out that the CharSheet does not show the rating of the modifications. It only shows for example Insulation instead of Insulation 6.
Thirty Second Artbomb
QUOTE (Dakka Dakka @ Aug 18 2010, 09:38 AM) *
IIRC you can put as much modifications into armor as you like wih the sheet. If you exceed the optional maxima, the color of the cells changes. That's all.

True, though the inconsistencies in capacity value tracking between armors make tracking armor mod capacity slightly more difficult than necessary when the GM's using the capacities on the Arsenal p.44 sidebar. Sure, you could just note it down on a piece of paper or something, but where's the fun in that?
Dakka Dakka
Agreed, it's just that I don't like those rules anyway so I allow to use as much mods as the players want. I don't get, why warm clothes must be bullet resistant.

Another thing is that the two rules apply to differnt types of armors. The Capacity rule only applies to Full-Body Suits of Armor. The slot rule (Highest armor *1.5) applies to all armor, even including those Full-Body types.
DamienKnight
QUOTE (Tyro @ Aug 16 2010, 11:55 PM) *
It's trauma damper, not dampener.

Similarly, it's thermal damping, not dampening.

Doh. Good point. Fixed in version M.

QUOTE (Mäx @ Aug 17 2010, 12:29 AM) *
From what i have expirimented, adding whole new lines to various data tabs, havent broken anythink.

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

The biggest issue with adding new lines is that excel does not allow concatenating a range, so cell addresses are manually added to the list. If you insert a line, the new line will not be included in the Listing that ends up on the CharSheet page. Thats the biggest one. The other is sometimes there are formulas off the viewable page for charging nuyen/karma that could become thrown off by new cells.

QUOTE (Mäx @ Aug 18 2010, 07:43 AM) *
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

Ouch. Your point is strong, but your reprimand is HARSH. You are correct though. Armor suits use the special capacity rules from Arsenal, and other armor uses the default capacity rules for SR4a.

QUOTE (Traul @ Aug 18 2010, 08:44 AM) *
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.


The dropdown should include a blank. Just select the blank if you do not want any bonus to availability limits for black market pipeline.


By the way, I forgot to mention in the update list, I have added an Intiation Group page. Please check it out and let me know how I can make it more complete.
DamienKnight
QUOTE (Dakka Dakka @ Aug 18 2010, 12:47 PM) *
Agreed, it's just that I don't like those rules anyway so I allow to use as much mods as the players want. I don't get, why warm clothes must be bullet resistant.

Another thing is that the two rules apply to differnt types of armors. The Capacity rule only applies to Full-Body Suits of Armor. The slot rule (Highest armor *1.5) applies to all armor, even including those Full-Body types.


The rules allow that there is a minimum capacity an item can have, regardless of its armor value. So a Sweater can have thermal Damping without having any armor in it.

The special rules for capacity only apply to Armor suits and helmets. Everything else will use the default Highest Armor * 1.5 on the sheet. If you are using armor suits or helmets, you have to use the Arsenal rules with the sheet. No optional rules switching, that is just the way its gonna be.

QUOTE (Dakka Dakka @ Aug 18 2010, 09:13 AM) *
Another Bug report:
Slot cost for Weapon mounts are still off.
According to arsenal p. 145-148 a normal mount (LMG or smaller) should be 1 slot, a reinforced mount (all weapons) should be 2 slots
Options add to that as follows:
Visibility
external +0
internal +2
concealed +3

Flexibility
fixed +0
flexible +1
turret +3
heavy turret +4

Control
remote control +0
manual +1
armored manual +2
manual control can be combined with remote control add additional ¥cost but without adding slot cost.

So the minimum Slot cost (normal external fixed remote controlled weapon mount) should be 1 and the theoretical maximum (concealed heavy turret with armoured manual control, I know this is ridiculous) 11, or more sensibly a visible heavy turret with combined armored control costs 8 slots.
In version L and in several earlier versions the normal fixed remote controlled weapon mount is 0 slots. The visible heavy turret with combined armored control comes up costing 7 slots.


Thanks for the reminder. Sorry I forgot about that one.

I altered the sheet to add 1 slot cost to ANY turret selected. I guess that doesnt really fix it, because the player has no option to select Normal or Reinforced (Except with a Heavy Turret).

I will have to re-examine this.
Traul
QUOTE (DamienKnight @ Aug 18 2010, 08:49 PM) *
The dropdown should include a blank. Just select the blank if you do not want any bonus to availability limits for black market pipeline.

There is none, but simply erasing the value works :facepalm: Sorry for bothering you, guys silly.gif
QUOTE
By the way, I forgot to mention in the update list, I have added an Intiation Group page. Please check it out and let me know how I can make it more complete.

It was already there on Version 1K wink.gif
Mäx
QUOTE (DamienKnight @ Aug 18 2010, 08:49 PM) *
Ouch. Your point is strong, but your reprimand is HARSH.

But i really tried my best to not sound harsh, but still get across the point that one should know the rules their commenting about, honestly wink.gif

QUOTE (DamienKnight @ Aug 18 2010, 08:49 PM) *
The biggest issue with adding new lines is that excel does not allow concatenating a range, so cell addresses are manually added to the list. If you insert a line, the new line will not be included in the Listing that ends up on the CharSheet page. Thats the biggest one. The other is sometimes there are formulas off the viewable page for charging nuyen/karma that could become thrown off by new cells.

From what i have noticed (only tested addidng mentors,qualities and spells) it works just fine as long as you add the new line in the middle of the list, at least my additional spells(and other) show up just well in the selection drop down(s).

But ofcource i'm just dappling, i dont really understand excels inner functions, but i do know that if you add new lines between the lines in a range of cells used by a function,the excel automatically expands the range in the function that used it.

Also addidng new lines shouldn't throw of any formulas as the cell reverences for those formulas are updated to match the new cell numbers when you add a new line
killfr3nzy
Hi, I was just wondering where all the extra drones and gear came from, such as 'Light' and UltraLight' armour versions etc. Did Arsenal get Errata'd with bonus stuff, or am I missing a book somewhere? Or is it fan-made?
Raven the Trickster
The Manias/Phobias negative quality from pg 164 in Augmentation is not in the qualities list. Which is odd, because I noticed plenty of other qualities in the list from that page.
DamienKnight
QUOTE (Mäx @ Aug 19 2010, 01:42 AM) *
But ofcource i'm just dappling, i dont really understand excels inner functions, but i do know that if you add new lines between the lines in a range of cells used by a function,the excel automatically expands the range in the function that used it.

Also addidng new lines shouldn't throw of any formulas as the cell reverences for those formulas are updated to match the new cell numbers when you add a new line


Yeah, in range formulas that is true. But you are illustrating my exact point.. it only works in RANGE formulas. Concatenation formulas cannot specify a range, only a list of one-cell addresses, so they cannot expand.

You can create a work around with an excel Macro (see Link), but then the sheet would no-longer be Open Office Compatible.


QUOTE (killfr3nzy @ Aug 19 2010, 10:11 AM) *
Hi, I was just wondering where all the extra drones and gear came from, such as 'Light' and UltraLight' armour versions etc. Did Arsenal get Errata'd with bonus stuff, or am I missing a book somewhere? Or is it fan-made?


I dont know about extra drones... could you be more specific?

As far as armor goes, the Light armors category is completely house ruled. Basically it follows the Bal/imp ratio of greater armors, and is less expensive (but not proportionately so, because things never are). I just figure if they can make a vest with 4/2 armor, then its not a big deal to make one with 2/1 armor. Really important for the mages and low-bodied chars out there who want to get protection without slowing themselves down. I believe I kept all the custom armor in a section together so its easily identifiable. I need to add to the heading something like 'Light Armor (House Rule)'.

QUOTE (Raven the Trickster @ Aug 19 2010, 12:25 PM) *
The Manias/Phobias negative quality from pg 164 in Augmentation is not in the qualities list. Which is odd, because I noticed plenty of other qualities in the list from that page.


Give me a page reference. I think with the cornucopia of mental disabilities available on the sheet I must have got it somewhere.
Raven the Trickster
Like I said in the comment you quoted, page 164 from augmentation.

Also, there doesn't seem to be a way to give the ares executive protector it's nuyen.gif 500 internal smartgun system that is a specific option for that gun. It's right in the descriptive text, even on the sheet, but when you try to add a smartgun system to it in the custom weapon section it still costs the full nuyen.gif 1000

edit: Also you still don't seem to have the discounted common use software suites for new commlinks from SR4A pg 232 that I had previously mentioned were missing

edit 2: There doesn't seem to be a cost associated with either the Tools > Chemistry Shop or the Electronics - Spy Toys > Operations Cleanup items in the gear list
Mäx
QUOTE (DamienKnight @ Aug 19 2010, 08:36 PM) *
Yeah, in range formulas that is true. But you are illustrating my exact point.. it only works in RANGE formulas. Concatenation formulas cannot specify a range, only a list of one-cell addresses, so they cannot expand.

From my limited playing around with excel, when you add a new line or colum every single formula has its cell references updated to match the new cell address no matter what kinda of formula it is.
Ofcource it can be that i still didn't understand what you were saying, if so i apologize and shut-up, but i have to say all of this has made me understand excel much better.
killfr3nzy
Vehicles/Drones's I don't know the source for:
- Jena Robotnik Cyclone (yo-yo spytoy)
- Renraku Shrew (dissasemble-able drone)
- Ruhrmetall Wolfspinne
- Messerschmitt-Kawasaki Wandervogel
- Ruhrmetall Wolf III
- Mercedes PE Commando/(disguised)
- Mercedes Multimog Greif
- Scania VM 42
- Renault-Fiat 264 "Fattorina"
- Toyota Gopher
- There's more, but you get the idea..

Damn, was this cut content or did the German version of Arsenal just kick ass?
Some things also aren't marked as being from Arsenal or whatever, like the USS Boston class or Surfstar Marine Seacop. There's a fair few in the seatime section, actually - Lamprey, Nymph..
Mäx
QUOTE (killfr3nzy @ Aug 20 2010, 07:35 PM) *
Damn, was this cut content or did the German version of Arsenal just kick ass?

German version of Arsenal just kicked ass?
We will hopefully get that stuff someday in the Arsenal pdf suplement(like digital grimoire) as it was all written in english and aproved by Catalyst so its actually official stuff.
killfr3nzy
Wait, so you're saying those Drones were in the German Version of Arsenal, and they just haven't been translated?
I just said that because the names were German, and to be an ass.
DamienKnight
QUOTE (killfr3nzy @ Aug 20 2010, 11:35 AM) *
Vehicles/Drones's I don't know the source for:
- Jena Robotnik Cyclone (yo-yo spytoy)
- Renraku Shrew (dissasemble-able drone)
- Ruhrmetall Wolfspinne
- Messerschmitt-Kawasaki Wandervogel
- Ruhrmetall Wolf III
- Mercedes PE Commando/(disguised)
- Mercedes Multimog Greif
- Scania VM 42
- Renault-Fiat 264 "Fattorina"
- Toyota Gopher
- There's more, but you get the idea..

Damn, was this cut content or did the German version of Arsenal just kick ass?
Some things also aren't marked as being from Arsenal or whatever, like the USS Boston class or Surfstar Marine Seacop. There's a fair few in the seatime section, actually - Lamprey, Nymph..


Yeah, its probably all German version stuff. I have not created any custom vehicles on the sheet, so they came from SOME book somehere.

QUOTE (Mäx @ Aug 20 2010, 01:14 AM) *
From my limited playing around with excel, when you add a new line or colum every single formula has its cell references updated to match the new cell address no matter what kinda of formula it is.
Ofcource it can be that i still didn't understand what you were saying, if so i apologize and shut-up, but i have to say all of this has made me understand excel much better.


Perhaps an illustration would help. Try to insert a row in the Active skills area. It will insert just fine. Now select 3 skills, one on the line you added, and one above and blow. Set the skills all to 2. Now go to the Charsheet. The skill on the inserted line will not be listed. That is because to create the string used by the CHARSHEET to display skills, gear etc. it has to concatenate text values from a range, but that is not possible in excel. So instead of CONCATENATE(A1:A5) we have to say CONCATENATE(A1,A2,A3,A4,A5). If you insert a cell after A2, the formula is updated to: CONCATENATE(A1,A2,A4,A5,A6), then you have to go into the formula and manually add 'A3' to the list.
Traul
When using a BP build, the cost of karma specialization for knowledge skills is not deducted from the remaining karma. I have just checked: it was also the case in version K.
Thirty Second Artbomb
Magic, Spell List: Drain calculation cells F5 through F31 are filled identically, resulting in every spell selected in cells B6-B31 displaying drain identical to the spell selected in cell B5 - or to pitch a #N/A error if B5 is empty. If I grok the formatting right, this should be easily solved by properly incrementing F6 through F31, starting from [...]INDEX(Spell_Truename,3,5)[...] and moving on to Spell_Truename,4,5, Spell_Truename,5,5, etcetera.

Magic_Data, Spell_Truename: Discovered while attempting to fix the Magic, Spell List bug above. The code in cells BK2-BK24 increments forward from Magic!B4 properly in cells BK2-BK5 - that is, it properly references the spell list on the Magic sheet. BK6-BK24 also increments properly, though it starts at Magic!B10 rather than Magic!B8 as might be expected. Again, if I'm grokking this properly, this is an easily fixed problem.

Magic_Data, Spell_Truename: Discovered while attempting to fix the Magic, Spell List bug above. Spell_Truename covers BK2-BO24, which is five rows too short to match the length of the the spell list on the Magic sheet. I do not know enough about Excel's tools to fix this, but the solution is obvious: Extend Spell_Truename to cover BK1-BO29, and extend the entries in BK24-BO24 downward to match the new size.

I've put my attempted fix version up on megaupload, if anyone feels like picking it apart to see what I might've done wrong or inadvertently broken horribly in my overly-tired and overly-caffeinated state.
killfr3nzy
My version reads 1k, so this should still be relevant; I don't get my free Knowledge Skills. It tells me how many I get free, but as soon as I start adding them they come straight out of my pocket.
I've just been listing level in the Skill description as a read-able work-around (ie, instead of "Skill X | Level Y", I enter "Skill X, Rating Y | "), but it'd be nice not to have to relay on my mental math.
Traul
QUOTE (killfr3nzy @ Aug 21 2010, 03:11 PM) *
My version reads 1k, so this should still be relevant; I don't get my free Knowledge Skills. It tells me how many I get free, but as soon as I start adding them they come straight out of my pocket.
I've just been listing level in the Skill description as a read-able work-around (ie, instead of "Skill X | Level Y", I enter "Skill X, Rating Y | "), but it'd be nice not to have to relay on my mental math.

It is the biggest fix in version L. Upgrade now! grinbig.gif
Tyro
Hey DK: You need to update your siggy to version L ^_^

[Edit:] Also the first post.
Nifft
QUOTE (Thirty Second Artbomb @ Aug 21 2010, 05:13 AM) *
Magic, Spell List: Drain calculation cells F5 through F31 are filled identically, resulting in every spell selected in cells B6-B31 displaying drain identical to the spell selected in cell B5 - or to pitch a #N/A error if B5 is empty. If I grok the formatting right, this should be easily solved by properly incrementing F6 through F31, starting from [...]INDEX(Spell_Truename,3,5)[...] and moving on to Spell_Truename,4,5, Spell_Truename,5,5, etcetera.

Magic_Data, Spell_Truename: Discovered while attempting to fix the Magic, Spell List bug above. The code in cells BK2-BK24 increments forward from Magic!B4 properly in cells BK2-BK5 - that is, it properly references the spell list on the Magic sheet. BK6-BK24 also increments properly, though it starts at Magic!B10 rather than Magic!B8 as might be expected. Again, if I'm grokking this properly, this is an easily fixed problem.

Magic_Data, Spell_Truename: Discovered while attempting to fix the Magic, Spell List bug above. Spell_Truename covers BK2-BO24, which is five rows too short to match the length of the the spell list on the Magic sheet. I do not know enough about Excel's tools to fix this, but the solution is obvious: Extend Spell_Truename to cover BK1-BO29, and extend the entries in BK24-BO24 downward to match the new size.

I've put my attempted fix version up on megaupload, if anyone feels like picking it apart to see what I might've done wrong or inadvertently broken horribly in my overly-tired and overly-caffeinated state.

I came in to report pretty much exactly this, but with far less helpful detail.

I'll take a peak at your fix.

Thanks, -- N

EDIT: First bunch of rows seem to work fine, error:502 on last 5 rows (F27 to F31).
Thirty Second Artbomb
QUOTE (Nifft @ Aug 21 2010, 01:27 PM) *
I came in to report pretty much exactly this, but with far less helpful detail.

I'll take a peak at your fix.

Thanks, -- N

EDIT: First bunch of rows seem to work fine, error:502 on last 5 rows (F27 to F31).

Yeah, I'm pretty sure that's because the Spell_Truename area being referenced is five rows too short. I don't personally know how to expand it, so I made mention of it in my bug report for DamienKnight to fix. Good to know everything else I hacked into working came out okay.
Tyro
Why does version L have the Starting Availability Limit set to 8, the Starting Nuyen Limit set to 125k, the Starting Active Skill Limit set to 2, and Starting Karma set to 650?
WearzManySkins
Version L, Weapons Tab, Cell C2 needs to be changed to =SUM(C4:C11,C14:C25,Y39,Y59,Y79,Y99,Y119,Y139,Y159,Y179,Y199) from =SUM(C4:C11,C14:C25,Y39,Y59,Y79,Y99)

It will not calculate the weapon costs for the additional customized firearms with out the changes.
Tyro
The Hermes should have drone racks standard.
Thirty Second Artbomb
Vehicles, Specialty Mods: The Motorcycle Sidecar mod should add +3 to the selected vehicle's Body, which as a result should increase the vehicle's Slot Maximum by +3 if its Body is at 4 or higher. As all of the cycles available in the spreadsheet have Body 4 or higher, this should be a simple +3 to both Body and Max Slots.

Main_Sheet, Martial Arts: The Firefight advantage "+1 die to Defense Tests to dodge Ranged Attacks if engaged in melee", added in the Arsenal Errata, is not listed. To shorten, perhaps "+1 Ranged Defense if in Melee" would work.
SpellBinder
QUOTE (Tyro @ Aug 21 2010, 11:52 PM) *
Why does version L have the Starting Availability Limit set to 8, the Starting Nuyen Limit set to 125k, the Starting Active Skill Limit set to 2, and Starting Karma set to 650?

I wondered about that too. I just changed the values to RAW and re-saved the base sheet that way.
Mäx
QUOTE (killfr3nzy @ Aug 20 2010, 08:57 PM) *
Wait, so you're saying those Drones were in the German Version of Arsenal, and they just haven't been translated?
I just said that because the names were German, and to be an ass.

They were added to the German version, but as far as i know there's no need for translating as english versions of them where approved by catalysts to be added.
QUOTE (DamienKnight @ Aug 20 2010, 09:56 PM) *
Perhaps an illustration would help. Try to insert a row in the Active skills area. It will insert just fine. Now select 3 skills, one on the line you added, and one above and blow. Set the skills all to 2. Now go to the Charsheet. The skill on the inserted line will not be listed. That is because to create the string used by the CHARSHEET to display skills, gear etc. it has to concatenate text values from a range, but that is not possible in excel. So instead of CONCATENATE(A1:A5) we have to say CONCATENATE(A1,A2,A3,A4,A5). If you insert a cell after A2, the formula is updated to: CONCATENATE(A1,A2,A4,A5,A6), then you have to go into the formula and manually add 'A3' to the list.

Thanks that helped a lot, i understand the problem now.
But that shouldn't be,as far as i can see, be a problem for most stuff people want to add,thinks like mentors/paragons, spells,qualities and gear.
Thirty Second Artbomb
Gear, Software - Skillsoft Clusters: None of the listed skillsoft clusters are displaying a price. As listed on Unwired p.128, the prices for skillsoft clusters are:
  • DocWagon Paramedic: 14,400¥
  • Knight Errant Self-Defense: 14,400¥
  • Manadyne Archmage: 10,400¥
  • Mitsuhama Home Mechanic: 14,400¥
  • Whisky Noir: 15,200¥

Gear, Electronics - Options: Fiberoptic Cable 1m is not displaying a price. As listed on Unwired p.200, it should be 5¥/meter.

Gear, Electronics - Options: Optical Tap is not displaying a price. As listed on Unwired p.200, it should be 100¥/each.

Gear, Electronics - Options: Skinweb Array is not displaying a price. As listed on Unwired p.200, it should be 200¥/each.

Gear, Electronics - Options: Wireless Adapter is not displaying a price. As listed on Unwired p.200, it should be 150¥/each.

Gear, Electronics - Options: Simdeck is not displaying a price. As listed on Unwired p.200, it should be 1,000¥/each.

Gear, Electronics - Options: Chemical Seal is not displaying a price. As listed on Unwired p.200, it should be 200¥/each.

Gear, Electronics - Options: Datalock Module is not displaying a price. As listed on Unwired p.200, it should be 50¥/each plus the cost of encryption software.

Gear, Electronics - Options: Hardening R (1-6) is displaying as red-on-yellow warning text. Unsure if this is intentional.

Gear, Electronics - Options: Mesh Tags is not displaying a price. As listed on Unwired p.200, it should be 2¥/each.
DamienKnight
Wow, lots of great feedback. Looks like M needs to happen sooner rather than later. I will try and get a new version of the sheet out this week.
Paul Kauphart
Hello, first of all I love that spreadsheet, thanks a lot for the work.

Some feedback now, the HK XM 30 assault rifle (p321 in SR4a) baseline only feature the underbarrel grenade launcher, to replace it by an underbarrel shotgun, you need to by the additional parts for 1000¥, at least that's how I understand it. Would it be also possible to have the additional parts for the Carbine, the sniper and the LMG as stand-alone entries somewhere, rather than having to by the baseline again everytime ?

Thanks

Edit : Some more feedback, when you've got the options Martial art is not a quality and BP system, the sheet will still fill the Martial art Karma cost in AW7.
DamienKnight
QUOTE (Paul Kauphart @ Aug 23 2010, 12:54 PM) *
Hello, first of all I love that spreadsheet, thanks a lot for the work.

Some feedback now, the HK XM 30 assault rifle (p321 in SR4a) baseline only feature the underbarrel grenade launcher, to replace it by an underbarrel shotgun, you need to by the additional parts for 1000¥, at least that's how I understand it. Would it be also possible to have the additional parts for the Carbine, the sniper and the LMG as stand-alone entries somewhere, rather than having to by the baseline again everytime ?

Thanks

Edit : Some more feedback, when you've got the options Martial art is not a quality and BP system, the sheet will still fill the Martial art Karma cost in AW7.


Paul could you be more specific about the Martial Arts issue you are having? Are you saying that in the BP system, Martial Arts is costing Karma?
Paul Kauphart
Well, yes, with 3 martial arts, I have -30 in the Unspend_Karma cell, but it only happens if Martial art are not counted as Qualities
Mäx
Could it be possible to get this as an option for shape shifters?
QUOTE (RC page 87)
Not Always Quite Human
Shapeshifters look mostly human—normally. Through
some quirk of magic or paragenetics, some shapeshifters
can transform into a form that more closely resembles another
metatype, or even metavariants. This is represented
by changing their Shift (Human) power to another, as
appropriate—Shift (Elf), Shift(Oni), etc.—and spending an
additional number of BP equal to the typical cost for that
race –10 BP. A shapeshifter with a different metatype gains
their standard metatype abilities (see Metatype Attribute
Table, p. 72, SR4) when in that form.

As they cant be infected, it could possibly go to that drop down menu.
SpellBinder
Had a thought on how the sheet calculates the mod slots available for vehicles, though it'd take some work to implement. Was thinking an extra column could be added to the vehicle data for the bonus slots that could be called upon. Could make it easier than using an IF statement (that's still missing the Lone Star iBalls) that could potentially grow if new vehicles/drones are added that have more mod slots than their Body or have something other than 4 additional slots.
Paul Kauphart
I have a question, I noticed the sheet allow you to choose a point of adept power instead of a metamagic power when initiating, is this a house rule or is there a reference somewhere in the official rules ?
Mooncrow
QUOTE (Paul Kauphart @ Aug 25 2010, 01:55 PM) *
I have a question, I noticed the sheet allow you to choose a point of adept power instead of a metamagic power when initiating, is this a house rule or is there a reference somewhere in the official rules ?


It's an optional rule from Street Magic, page 31. I would say it's probably the most commonly played optional rule I know of though.
DamienKnight
QUOTE (Mooncrow @ Aug 25 2010, 01:03 PM) *
It's an optional rule from Street Magic, page 31. I would say it's probably the most commonly played optional rule I know of though.


Yes, its the different between Physical Adepts being Jokes, and them being the unstoppable force that every Street Samurai envies...
Paul Kauphart
Can you quote the actual text ? Cos I just looked in my Street Magic, p 31 is effectively a Tweaking the rules page, but I don't see anything like taking Adept power when initiating.
Mooncrow
QUOTE (Paul Kauphart @ Aug 25 2010, 02:57 PM) *
Can you quote the actual text ? Cos I just looked in my Street Magic, p 31 is effectively a Tweaking the rules page, but I don't see anything like taking Adept power when initiating.


Last paragraph of the Tweaking The Rules:

"Adept Initiation
Groups may consider allowing adepts to gain 1 Power Point instead of a Metamagic at Initiation."
Mooncrow
bah, at no delete post key nyahnyah.gif
Thirty Second Artbomb
QUOTE (Paul Kauphart @ Aug 25 2010, 12:57 PM) *
Can you quote the actual text ? Cos I just looked in my Street Magic, p 31 is effectively a Tweaking the rules page, but I don't see anything like taking Adept power when initiating.

You may have an edition of Street Magic that doesn't include the changes made in the errata. Check p.4 and see if the illustration credits list Thomas Dooley and Abrar Jamal. If these names are present, then you have an old version of Street Magic and you want to download this PDF. The rule tweak in question is on the first page of the errata.
Krishach
I would like to say thank-you for the time and effort put in to this wonderful project.


Couple of questions:

Latent Awakening quality - I've found no way to select "Magician" or any other quality and have it reduce karma. It instead messes with the build-points only. I assume that manual manipulation of karma and BP are required? You mentioned that in a previous post but I am not sure how to keep from fouling the numbers. Would you use the "skillgroup expanded BP" field to enter negative BP?

Qualities purchased after creation with Karma - are these also manually crafted on by manipulating BP? These also seem to only affect BP, and I assume the "bought off with karma" does not apply to positive qualities, especially with the strikethrough.
Thirty Second Artbomb
More bug reports:

Gear, Software - Simsense: BTL Recordings and Sim Recordings are pitching a #VALUE! error; Presumably this is because their prices in Gear_Data are 20-200 and 5-200, as opposed to a set value. Additionally, there is no cost for the Reality Amplifier - it should be 500¥.

Gear, Electronics - RFID Tags: RFID Sensor Tags are nowhere to be found. They are Availability 4, Cost 500¥-for-20, and do not include the cost of the sensor you want them to have. RFID Stealth Tags are 5¥-for-20, not 100¥-for-20. Standard RFID Tags are 1¥-for-20, not 1¥-per-tag.
Paul Kauphart
Thanks Thirty Second, I do have an old version actually.

Some more bug report :

In the weapon page, in the melee weapon list, when you add a mod, that modification appears as a note at the end of the row. However, it seems to appear only if the the weapon allready has a note.

Like, if I take a katana and put the mod Personnalized grip, the note cell stays empty. I do the same for a Cougar Fine Longblade, and the note cell displays "Throwable, Personnalized grip".
DamienKnight
QUOTE (Krishach @ Aug 25 2010, 10:28 PM) *
I would like to say thank-you for the time and effort put in to this wonderful project.


Couple of questions:

Latent Awakening quality - I've found no way to select "Magician" or any other quality and have it reduce karma. It instead messes with the build-points only. I assume that manual manipulation of karma and BP are required? You mentioned that in a previous post but I am not sure how to keep from fouling the numbers. Would you use the "skillgroup expanded BP" field to enter negative BP?

Qualities purchased after creation with Karma - are these also manually crafted on by manipulating BP? These also seem to only affect BP, and I assume the "bought off with karma" does not apply to positive qualities, especially with the strikethrough.


For latent awakening... Once your character awakens you need to change the option to Magician. If you are exceeding starting BP after you character is in play, then it should not highlight the error. Even out karma costs on the Karma page.
Thalionus
Why, I can´t download the L version?

This is the error:
Invalid or Deleted File
The key you provided for file download was invalid. This is usually caused because the file is no longer stored on Mediafire. This occurs when the file is removed by the originating user or Mediafire.

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