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ShadowWalker
QUOTE (SpellBinder @ Mar 3 2011, 01:09 PM) *
No, they're there. You can enter a Trust Fund quality by typing out it's exact name, or you can meet the requirement of the Trust Fund quality and choose a SINner negative quality first.


Yes, for some reason financial institutions won't let you create a Trust Fund unless you have a SIN. Go figure...
Fatum
QUOTE (ShadowWalker @ Mar 4 2011, 12:52 AM) *
Yes, for some reason financial institutions won't let you create a Trust Fund unless you have a SIN. Go figure...

Why wouldn't a fake be sufficient?
SpellBinder
QUOTE (Fatum @ Mar 3 2011, 04:02 PM) *
Why wouldn't a fake be sufficient?

How long is a fake going to last? Even a rating 6 fake SIN won't last forever.
Fatum
QUOTE (SpellBinder @ Mar 4 2011, 02:37 AM) *
How long is a fake going to last? Even a rating 6 fake SIN won't last forever.

Well, if you're only using it for said Trust Fund, pretty much forever.
It's still much cheaper in the end than being a SINner.
CanRay
Funny enough, it probably is easier to get some fake licenses than it is to get legit ones. CCW at the very least.
Fatum
QUOTE (CanRay @ Mar 4 2011, 03:50 AM) *
Funny enough, it probably is easier to get some fake licenses than it is to get legit ones. CCW at the very least.

That's often the case.
If not for the repercussions for using a fake...
DamienKnight
QUOTE (Socinus @ Mar 2 2011, 04:25 PM) *
Love the generator, but I've encountered a slight problem.

I created a Human Adept with a Magic of 6, but I tried to set Improved Combat Ability to 6 and I got an error that said I was trying to put the power above my Magic rating.



QUOTE (Dakka Dakka @ Mar 2 2011, 04:35 PM) *
You cannot improve any skill beyound 1.5 times its natural rating. So at a natural 6 you could have a maximum of 6(9), which means Improved Combat Ability 3.
Te error message is misleading even though the flagging is correct.


Corrected the Validation Warning Text in version o.
DamienKnight
QUOTE (Patrick Goodman @ Mar 2 2011, 11:42 PM) *
Using version N. Got a character completed. Turned off character creation mode. Added some karma. Went to raise some knowledge skills. Raised them, but it didn't deduct from my available Karma. Am I missing something?


This is an issue where when using the Build Point System it is applying your free Knowledge BP to your Karma also. This is fixed in version o.

Keep in mind, if you are using the Karma Build system, the 'Free Knowledge' optional rule is enabled in the default settings.


QUOTE (Misdemeanor @ Mar 3 2011, 11:25 AM) *
That statement is not 100% correct...Aptitude will allow you to have a base skill of up to 7 thus making the the Max 10 instead of Nine


Not sure what your point is... the limit for the adept power would still be 3, which is reflected on the sheet.
Kronk2
Version N temp unavail for download? linky no worky
----
Nevermind, got it fixed. My bad Please 10 22 last transmission
AJCarrington
Seems to be working fine now...just downloaded.

AJC
DamienKnight
QUOTE (Thirty Second Artbomb @ Mar 2 2011, 08:48 PM) *
Huh, didn't think to check that. Other affected skills, bearing in mind that I didn't go through one-by-one:
  • Arcana
  • Armorer
  • Artisan
  • Assensing
  • Astral Combat
  • Chemistry
  • Demolitions
  • Diving
  • Dodge
  • Escape Artist
  • Exotic Melee (weapon)
  • Exotic Ranged (weapon)
  • Forgery
  • Heavy Weapons
  • Instruction
  • Intimidation
  • Locksmith
  • Parachuting
  • Throwing Weapons


Add to that list Archery.

These can be fixed by going to the Complete Active Skills Table on the Misc_Data page and removing the 'Mechanics (Group)' from their row.

I am not sure how all misc skills got assigned to the Mechanics Group. This is now fixed in o.
Draco18s
Probably a copy/paste row error. Copied something that was in the mechanics group, changed the skill name, then forgot to remove the skillgroup part.
I've done things like that before.
Socinus
Having a slight trouble in V1n.

Entering a long list of skills trips an error color, but there is no error code with it and it starts messing with the BP totals. Skill totals flagged with yellow dont add o BP cost and removing the total doesnt make the error go away. Entering a skill into that line makes the BP total turn yellow if the skill is at 3.

I have a screenshot and I can send someone the file where this is occurring if need be.
http://i20.photobucket.com/albums/b221/Ale...22/SR4Error.jpg
Thirty Second Artbomb
QUOTE (Socinus @ Mar 11 2011, 11:46 PM) *
Having a slight trouble in V1n.

Entering a long list of skills trips an error color, but there is no error code with it and it starts messing with the BP totals. Skill totals flagged with yellow dont add o BP cost and removing the total doesnt make the error go away. Entering a skill into that line makes the BP total turn yellow if the skill is at 3.

I have a screenshot and I can send someone the file where this is occurring if need be.
http://i20.photobucket.com/albums/b221/Ale...22/SR4Error.jpg

That's the bug I reported. Look two posts up for a fix; you'll need to un-hide the Misc_Data tab, though.
Socinus
QUOTE (Thirty Second Artbomb @ Mar 12 2011, 09:31 AM) *
That's the bug I reported. Look two posts up for a fix; you'll need to un-hide the Misc_Data tab, though.

How do we go about doing that?

EDIT: Found it. Fixed it.
Patrick Goodman
Using version N. Everything looked copacetic after initial chargen. Turned chargen off on Settings tab. The character is a magician, with a Magic of 6. Using Karma, I then made him a grade 1 initiate. Somehow, I got 15 Build Points back. Not bothering me too much, but it does seem wrong, somehow.
SpellBinder
When you selected your first initiation grade your maximum Magic went up to 7, and as far as the sheet is concerned you are no longer at your maximum Magic attribute so you don't have to pay that extra 15 BP for a Magic of 6.
Patrick Goodman
Yeah, I figured that was why it did it, game-mechanics-wise. I just think it's an error in the sheet's logic, but I'm damned if I can find a fix for it. My Excel-Fu is weak.
SpellBinder
I think I traced it to the Attributes_Data sheet, cell BB3. Not feeling too well at the moment so thoughts on how this could be possibly modified aren't coming to mind. I know the check can't be set to a fixed "6" as starting infected can only have a maximum Magic of 5.
DamienKnight
QUOTE (SpellBinder @ Mar 13 2011, 11:31 PM) *
I think I traced it to the Attributes_Data sheet, cell BB3. Not feeling too well at the moment so thoughts on how this could be possibly modified aren't coming to mind. I know the check can't be set to a fixed "6" as starting infected can only have a maximum Magic of 5.


Go to Main_Sheet, unprotect, unhide the columns after AT.

In AX12 the formula is:
CODE
=IF(bpMagic="",0,(bpMagic-Base_Magic_Min)*10+IF(bpMagic=Base_Magic_Max,15,0))


The fix I have applied to version o is to add '-Initiate_Grade'

CODE
=IF(bpMagic="",0,(bpMagic-Base_Magic_Min)*10+IF(bpMagic=Base_Magic_Max-Initiate_Grade,15,0))
SpellBinder
Ah, I see. Probably would've come to that in time. Just went one cell too deep in digging into this one.
Patrick Goodman
Okay, applied that fix and it's glorious.

By the same token, choosing "Vampire" and paying for it with Karma after chargen refunds 10 BP, specifically in the Magic area of the BP count on the right-hand side. Again, it doesn't bother me overly much, I'm just trying to figure out why so I can learn a little Excel along the way.
SpellBinder
Ah, that I mentioned a while back, but never really investigated it. Selecting Vampire (or any of the HMHVV choices, I checked) sets your minimum Magic at 2 and obviously affects BP costs.

In this case I'm finding it in the Attributes_Data, cell C12 where it's a 1 if you're a Free Spirit or Infected, which is then added to cell BB2 to make the base minimum Magic a 2. It looks like changing
CODE
=IF(OR(Is_FreeSpirit,Is_Infected),1,0)
to
CODE
=IF(Is_FreeSpirit,1,0)
fixes this (didn't test very far, mind you). For what I can find in my books, unless I'm missing something somewhere, cell BB2 should only be a 2 for a free spirit's minimum Force.
DamienKnight
QUOTE (SpellBinder @ Mar 15 2011, 01:11 AM) *
Ah, that I mentioned a while back, but never really investigated it. Selecting Vampire (or any of the HMHVV choices, I checked) sets your minimum Magic at 2 and obviously affects BP costs.

In this case I'm finding it in the Attributes_Data, cell C12 where it's a 1 if you're a Free Spirit or Infected, which is then added to cell BB2 to make the base minimum Magic a 2. It looks like changing
CODE
=IF(OR(Is_FreeSpirit,Is_Infected),1,0)
to
CODE
=IF(Is_FreeSpirit,1,0)
fixes this (didn't test very far, mind you). For what I can find in my books, unless I'm missing something somewhere, cell BB2 should only be a 2 for a free spirit's minimum Force.

That is correct SpellBinder. This has already been corrected in version o in response to your earlier post.
Patrick Goodman
I must have missed the earlier post; thanks for the fix on that, Spellbinder. My cursory examination had shown me that cell, but I was afraid I might break something else and so didn't fiddle with the darn thing. Appreciate your quick response.
DamienKnight
I just finished removing Clout and fixing Magic costs for Essence Drain Infected who are Magic and then gain their infection status AFTER character creation.

Now when you become a vampire, nosferatu, etc. after character creation there is a spot below Magic where you can specify what your Initiation Grade was at the time of infection. It then calculates your new magic rating based on the Essence loss rules.

(If you are a grade 1 initiate, when you become a vampire your essence is temporarily dropped to 1, causing your max magic to be 2, so any magic built up past 2 will be lost at the point of infection.)

I also fixed error highlighting for the Post-Infection traits.

I am anxious to get this fix, and the fix to skill costs out, so I will likely be releasing a new version within a few days. If anyone has any requests or fixes they want put into version o, let me know asap.
SpellBinder
QUOTE (Patrick Goodman @ Mar 15 2011, 01:10 PM) *
I must have missed the earlier post; thanks for the fix on that, Spellbinder. My cursory examination had shown me that cell, but I was afraid I might break something else and so didn't fiddle with the darn thing. Appreciate your quick response.

No worries there. And there's a simple way around the worry about breaking this (or any) spreadsheet when you start tweaking with the formulas. Always "Save As..." under a different file name than the original. I'll typically put "Test" at the end of the file name when I'm doing extended experimentation on this one. Oh, and you might want to turn off the auto save, or save the file under a new name right away else you'll run the risk of really messing up the sheet.

Then, you can also re-download the latest.
Draco18s
QUOTE (DamienKnight @ Mar 15 2011, 04:51 PM) *
(If you are a grade 1 initiate, when you become a vampire your essence is temporarily dropped to 1, causing your max magic to be 2, so any magic built up past 2 will be lost at the point of infection.)


Just FYI, you might want a house-rule toggle on that. While I agree with the above, I have seen (and understand) the argument for having your prior magic attribute (altered by the new max essence of 5), due to the wording "has a magic of 1, or what the character had prior, whichever is higher."
DamienKnight
QUOTE (Draco18s @ Mar 15 2011, 09:22 PM) *
Just FYI, you might want a house-rule toggle on that. While I agree with the above, I have seen (and understand) the argument for having your prior magic attribute (altered by the new max essence of 5), due to the wording "has a magic of 1, or what the character had prior, whichever is higher."


They do keep their magic before, the full rating. Transforming into a Vampire does not inherently drop your magic rating at all.

However, having an essence of 1 until you feed could potentially drop your magic rating. The books explicitly define magic loss rules for any creature with essence loss.

These are not conflicting rules. They go hand in hand. Just make sure you initiate before getting bit.

Players who want to ignore essence loss can award themselves karma in the Karma_Log to compensate for the cost of buying their magic back up to what it was before infection. Or they can put '10000' in the new 'Initiate Grade at Infection' area, then hide the text.
MaxHunter
Maybe I am not reading things right, but I find that orthoskin armor bonus is not added to armor jacket or similar in the character sheet tab.

Cheers!

Max
DamienKnight
QUOTE (MaxHunter @ Mar 17 2011, 11:19 AM) *
Maybe I am not reading things right, but I find that orthoskin armor bonus is not added to armor jacket or similar in the character sheet tab.

Cheers!

Max


You are right, cyberware does not automatically get added to armor values. This is mainly because Armor stacking rules allow for alot of mix-matching gear, so armor lists can get complicated.

Handling armor is half the reason I want a sheet to calculate for me. Its just a pain on my own... so I have spent alot of time developing the Armor Outfits functionality of the sheet.

1. Select orthoskin (i did it at rating 3 for my test)
2. Go the the gear page and in the Armor section select Armor Jacket. Armor is now 8/6
3. Add another piece of armor from the bottom of the list called 'Cyber/Bio Armor'. This will have 3/3 armor value.

Now you have on your printable character sheet 2 different pieces of armor, Armor Jacket 8/6 and Cyber/Bio 3/3. If you want to see these together as a single item on the sheet, put them together in an outfit.

4. In the 'Outfit Name' column on the Gear page, put the words 'Armor Jacket' for your Armor Jacket.
5. In the 'Outfit Name' column on the Gear page, put the words 'Armor Jacket' for your Cyber/Bio Armor.

Now go back to your Character Sheet. You will see a single piece of armor listed called 'Armor Jacket' with a rating of '11/9 [8]'. This means your total outfit provides 11 ballistic, 9 impact, and counts for only 8 towards encumberance. (Armor jacket has 8 encumberance, orthoskin has 0).

Lets say later you want to include a helmet in your outfit.

6. Add a 'Helmet' to your Armor section of the Gear page and give it the outfit name 'Armor Jacket'.

Now your character sheet still only shows a single item, 'Armor Jacket' but it contains the third piece of the set, the helmet. Total rating of 12 ballistic (8 from armor jacket, 3 from orthoskin and 1 from the helmet) and 11 impact (6 from armor jacket, 3 from Orthoskin and 2 from helmet) with [9] encumberance (jacket + helmet = 9/8 = 9 encumbrance).

The sheet automatically determines how armor outfits should stack according to the expanded armor stacking rules in the Cannon Companion.

You can have multiple different outfits. Once an Item is part of an outfit it will no longer appear in the Printable Character Sheet.

Oh, and Armor Mods (built in and Aftermarket) will also stack up in the outfit.

You can stack other types of armor such as Mystic Armor, Granite Skin, etc. by selecting them from the bottom of the Armor dropdown. They will not appear on the list until after you have purchased the Ware/Power/Quality etc.
Tyro
QUOTE (DamienKnight @ Mar 18 2011, 11:12 AM) *
<awesomesauce>
The sheet automatically determines how armor outfits should stack according to the expanded armor stacking rules in the Cannon Companion.
<awesomesauce>

I think you mean the Runner's Companion nyahnyah.gif

Cannon Companion was 3e wobble.gif

Unless you're using 3e stacking rules? In that case, my apologies.
Dakka Dakka
He is talking about Arsenal, the SR4 Weapons&Gear book.

About Encumbrance: I don't remember, if I wrote this already, but both amror value contribute to encumbrance not just the highest one. In certain situations this may give you a higher dice pool penalty.
Example: Armor Jacket (Encumbrance 8/6) worn by someone with BOD 2:
The wearer gets -2 because his ballistic Armor is 4 higher than twice his BOD and another -1 because his Impact Armor is 2 higher than twice his BOD.
Encumbrance of [8] would only give you a -2, unless you interpret it as [8/8], which would be worse (-4).

As always thanks for the sheet and keep up the good work.
Fyndhal
Hi, DK, found a couple more small issues.

1) Non-Explosive Throwing Weapons don't include the +1 DV from the Adept Power Missile Mastery.
2) The Adept Power "Power Throw" has a listed max rank of 3 in your sheet, but in the book it is limited to Magic Rating in ranks.
3) If you build a Custom Shuriken, the DV does not include any bonus strength from "Power Throw."

I love this tool. Thanks so much for making it and, even more for keeping it updated!
SpellBinder
2) Check the Street Magic errata. Power Throw is capped at a maximum of 3.
Fyndhal
QUOTE (SpellBinder @ Mar 20 2011, 03:48 PM) *
2) Check the Street Magic errata. Power Throw is capped at a maximum of 3.


Good catch, thanks. I guess I DO have the points to pick up Motion Sense, then. smile.gif
DamienKnight
QUOTE (Dakka Dakka @ Mar 19 2011, 03:30 AM) *
He is talking about Arsenal, the SR4 Weapons&Gear book.

Yeah, good call Dakka. I have played since 2nd edition and sometimes get my book names flubbed smile.gif

QUOTE (Dakka Dakka @ Mar 19 2011, 03:30 AM) *
About Encumbrance: I don't remember, if I wrote this already, but both amror value contribute to encumbrance not just the highest one. In certain situations this may give you a higher dice pool penalty.
Example: Armor Jacket (Encumbrance 8/6) worn by someone with BOD 2:
The wearer gets -2 because his ballistic Armor is 4 higher than twice his BOD and another -1 because his Impact Armor is 2 higher than twice his BOD.
Encumbrance of [8] would only give you a -2, unless you interpret it as [8/8], which would be worse (-4).
I had not interpreted the rules that way, but it certainly makes sense. Maybe you only used the highest rating of either ballistic or Impact in 3rd edition, and I was expecting that in 4th so my eyes glazed over when I read that part.

Either way, it makes more sense that a suit with lots of ballistic but no impact would have less encumbrance than a suit with lots of ballastic AND lots of impact.

I will revise the sheet to calculate encumbrance seperately for ballistic and impact, and display both values. Yay 4th edition for having more realistic encumbrance rules!

QUOTE (Fyndhal @ Mar 20 2011, 12:38 PM) *
1) Non-Explosive Throwing Weapons don't include the +1 DV from the Adept Power Missile Mastery.
...
3) If you build a Custom Shuriken, the DV does not include any bonus strength from "Power Throw."
Added a variable called 'Has_Missile_Mastery'. Added a check to all throwing weapons to add +1 power if the character has missile mastery, including the 'Throwing Weapon' and 'Aerodynamic Throwing Weapon' weapon bases.
SpellBinder
Regarding Armor & Encumbrance, might want to make it an option like a house rule. SR4a, page 161 and Arsenal, page 44 both do state you use the higher of either Ballistic or Impact to calculate encumbrance against your Agility and Reaction. I haven't seen any errata sheets to say otherwise, and even if it's in a FAQ I wouldn't trust it.

Granted it makes sense the other way, but not everyone is going to use it that way.
Fyndhal
Found another one.

On the Magic Tab, cell Y2 concatenates Y4-Y7, Y10-Y19 -- somehow Y8 and Y9 got left out.
Socinus
Second level of Gearhead is missing
Dakka Dakka
QUOTE (SpellBinder @ Mar 21 2011, 10:05 PM) *
Regarding Armor & Encumbrance, might want to make it an option like a house rule. SR4a, page 161 and Arsenal, page 44 both do state you use the higher of either Ballistic or Impact to calculate encumbrance against your Agility and Reaction. I haven't seen any errata sheets to say otherwise, and even if it's in a FAQ I wouldn't trust it.

QUOTE ('SR4A p. 161')
If either of a character’s armor ratings exceeds his Body x 2, apply a –1 modifier to Agility and Reaction for every 2 points (or fraction thereof ) that his Body x 2 is exceeded.
I don't see how you come to the conclusion that only the highest armor type's penalty applies even if both exceed the character's BOD*2
Draco18s
QUOTE (Dakka Dakka @ Mar 22 2011, 02:27 PM) *
I don't see how you come to the conclusion that only the highest armor type's penalty applies even if both exceed the character's BOD*2


Its a question of OR vs. XOR. English is not very clear in that regard, but most people who speak it assume that an "or" question is one of the XOR variety.

"Would you like cake or pie?" generally doesn't evaluate to "yes" unless you're trying to confuse someone (although valid, meaning "I'd like both").

"Either...or..." questions in the English language are almost always of the XOR kind.

"Either empty the dishwasher or clean your room."

Although I will admit that it makes sense.

If you're at 8/6 and encumbered for -1 (body 3) putting on a helmet for +0/+2 should slow you down more.
ShadowWalker
QUOTE (Draco18s @ Mar 22 2011, 03:47 PM) *
"Would you like cake or pie?" generally doesn't evaluate to "yes" unless you're trying to confuse someone (although valid, meaning "I'd like both").


I answer "yes" to that question every time I'm asked it. smile.gif
Draco18s
QUOTE (ShadowWalker @ Mar 22 2011, 03:51 PM) *
I answer "yes" to that question every time I'm asked it. smile.gif


And most people look at you and say, "Cake or pie?" don't they?
Dakka Dakka
I know that it is a question of OR and XOR. For me it does not make sense that once one Armor type has exceeded BOD*2 you can load up on lots of the other type without being encumbered further. Up to the point where the other type is larger than the first.
Draco18s
QUOTE (Draco18s @ Mar 22 2011, 03:47 PM) *
Although I will admit that it makes sense.

If you're at 8/6 and encumbered for -1 (body 3) putting on a helmet for +0/+2 should slow you down more.

SpellBinder
QUOTE (Dakka Dakka @ Mar 22 2011, 12:27 PM) *
I don't see how you come to the conclusion that only the highest armor type's penalty applies even if both exceed the character's BOD*2
Just something I recalled reading, that only the higher of the two applied. Guess I misread.
DamienKnight
QUOTE (SpellBinder @ Mar 21 2011, 04:05 PM) *
Regarding Armor & Encumbrance, might want to make it an option like a house rule. SR4a, page 161 and Arsenal, page 44 both do state you use the higher of either Ballistic or Impact to calculate encumbrance against your Agility and Reaction. I haven't seen any errata sheets to say otherwise, and even if it's in a FAQ I wouldn't trust it.

Granted it makes sense the other way, but not everyone is going to use it that way.

There is no optional rule required. The sheet tells you your highest encumbrance rating currently. After the update it will show your encumbrance for Ballistic and Impact separately. How you use those numbers is up to you.

IE. Encumbrance of [8/6] means you have 8 ballistic encumbrance and 6 impact encumbrance. If your attribute is 2, so 2 * 2 = unencumbered limit, then you have 2 choices:

Take the highest, 8, so 8-4 would be 4 points of encumbrance. Or take both 8 and 6 so (8-4)+(6-4) = 6 encumbrance points.
Wizard_Thoarin
Is there a way to export entered data from previous version of the sheet to newer ones? It would be nice to export a character from 1n and import it into 1o when it comes out, but I'm not seeing it unless there is something I'm missing on the hidden export_data sheet or some other sheet. Or is it an issue with Office 2007?

If there is no way to do that now, it would be nice to have that ability for future upgrades of the sheet.

Oh, and thanks for the sheet it sure makes character creation a lot easier.
DamienKnight
QUOTE (Wizard_Thoarin @ Mar 27 2011, 04:31 AM) *
Is there a way to export entered data from previous version of the sheet to newer ones? It would be nice to export a character from 1n and import it into 1o when it comes out, but I'm not seeing it unless there is something I'm missing on the hidden export_data sheet or some other sheet. Or is it an issue with Office 2007?

If there is no way to do that now, it would be nice to have that ability for future upgrades of the sheet.

Oh, and thanks for the sheet it sure makes character creation a lot easier.


I tinkered with excel's built in XML import export features. There is even a sheet with a somewhat working version of it in the Beta versions.

What I discovered was that while the exporting worked fine, importing had a tendency to not just import cell values, but overwrite or reset their formatting or values restrictions, basically killing the sheet.
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