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cryptoknight
This is a great sheet.

The more I think about it though, the more I think it would be even better to take the Printable Character sheet from this sheet, plus bug fixes (like in debt) and the features such as using Karma to raise skills and incorporate them into the collaborative sheet.

I think we're all trying to get to the point where we have a sheet that lets us create and manage characters. It would probably be best not to have them compete with each other.
Squinky
Weirdly, I can't seem to find the Otomo, Akiyama, or Tomino in the vehicle list.
DamienKnight
QUOTE (Squinky @ Sep 24 2008, 02:08 PM) *
Weirdly, I can't seem to find the Otomo, Akiyama, or Tomino in the vehicle list.


What book are they in?
Squinky
Arsenal, mixed in with the other drones.
GreyBrother
Something thought i should mention: The Camera Upgrades for Weapons are incomplete. There's only Thermographic, Low Light and Ultrasound Vision, but stuff like Vision Magnification, -Enhancement etc are missing.
DamienKnight
QUOTE (GreyBrother @ Sep 25 2008, 04:06 PM) *
Something thought i should mention: The Camera Upgrades for Weapons are incomplete. There's only Thermographic, Low Light and Ultrasound Vision, but stuff like Vision Magnification, -Enhancement etc are missing.


Duly noted.
DamienKnight
Beta 3 is now available.

- Added Knowledge skill specialization (BP and Karma)
- Added Lifestyle section to gear area (basic, not the extended from Runners companion)
Reflected on CharSheet, displays 'Street' if no lifestyle is chosen
- Fixed various Karma cost bugs
- Removed free knowledge points when using Karma Build System
- Added some missing drones
- Added Arcana and Enchant skills
- Moved Credits to their own page
- Added 'Used Std.' and 'Used Alpha' wares grades (Used Alpha not compatible with Bioware)
- Enabled Type 0 Positive Quality (incompatible with other than Std. Grade, All bioware counts as Delta)
- Extended the Cyberware section
- Added Karma payment for Manuevers. Fixed glitch with Manuevers costs, and problem with getting double advantages in Karma Build System
- Added Shifter Races
Currently dont work properly for attributes because shifters have abnormal Min/Max attributes. All other races add a base to both min and max, while Shifters may add 2 to min and 3 to max, or 1 to min and 2 to max, or other combinations. Look for a fix to this in the next version.

I am definately not going to add AI in anytime soon. They need their own Main_Sheet and Char_Sheet, including different Quality lists.

Thanks to everyone who pointed out problems and made suggestions!

A note about the download site. I have heard a few have problems downloading the file. Try using Internet Explorer. (I have had my own issues using MediaFire with Firefox)
Rad
Awesome, this thing keeps getting better. I particularly like that you can add your own qualities, that's one feature I've really been missing with other generators.
GreyBrother
Cream would be if there'd be an option for adding stuff yourself.
May i suggest using a colum for every option available?

What is bothering me are the short intervals between your updates biggrin.gif i made 4 characters the last 6 Days and everyone uses another version biggrin.gif

At least now i can create my wolf shifter. thank you very much *grin*
Rad
I know what you mean, I added in the martial arts qualities and maneuvers when I first got this--then the next day a new version was up with those included. Doesn't really bother me--I wish more projects updated this regularly--but it did teach me not to bother adding any qualities myself if they're core.
cryptoknight
What would be cool would be a data export feature to save a data file... then hopefully you could import the data file into the new sheet.
Fyndhal
Couple bugs:

In the character sheet, you are calculating Unarmed Damage using FLOOR, when you should use ROUNDUP. Here's the formula I replaced it with:
QUOTE
=MAX(1,ROUNDUP(D10/2,0))+Magic!$U$17+Cyberware_Bioware!$Y$33&IF(Cyberware_Bioware!$Y$33=0,IF(ISERROR(MATCH("Killing Hands",Magic!$E$3:$E$16,0)),"S","(S or P)"),"P")


In the melee weapons section of the charactersheet, the 3rd and 4th entry are wrong. They are looking at $H$2 and they should be looking at $H$3 and $H$4 respectively.

I selected Martial Arts and added my style, but don't seem to have a drop down for the Advantages of that style. Entering anything by hand seems to generate an error in cell AJ32.

I could not find support for Mentor Spirits. I assume this is not done currently.
GreyBrother
Something a friend of mine mentioned to me: The pull down for infected seems to be locked.
SCARed
first of all: thanks for the great work! i was always a fan of the blakkie-sheet and this one stands in a very good tradition!

on the other hand i stumbled upon a bug concerning cyberlimbs:
when using the customized limb option (e.g. for orks and the like), the Augmentation says, that each rating adds one to the availability. this is not calculated in the sheet.
Rad
2 bugs with martial arts: When selecting a style and advantages, the advantages column on the first line doesn't work, you have to drop down to the second row. Also, the cost for maneuvers is not deducted from your BP (or karma if the box is checked)

Weapon Foci are missing from the list of bonded foci

The Custom Weapons tab doesn't support the customizing of all weapons. You can't customize a melee weapon or laser gun except by choosing from the "weapon bases" list, which is incomplete. (No custom katanas/monoswords or Redline laser pistols, for example, since there's only the basic sword and a laser that doesn't appear in the books.) The Underbarrel Weapon mod does not support choosing your underbarrel weapon. (Needed to figure cost, as well as ammo for nonstandard underbarrel weapons)

Also, both the weapon and armor lists include items that I haven't seen in any of the published books, such as a laser costing 10,000 nuyen.gif that does 7P and holds 10 shots (possibly a mis-pricing of the MP Laser 3 rifle), and several medieval armor entries under the heading "Victory Classic". Padded Leather is in Arsenal, but the closest thing to Chainmail is "Chain Shirt" which has 1 point more impact protection and costs 100 nuyen.gif less, other entries (as well as the victory classic label itself) do not appear from what I could find--are these from an older version?
DamienKnight
QUOTE (cryptoknight @ Sep 29 2008, 08:57 AM) *
What would be cool would be a data export feature to save a data file... then hopefully you could import the data file into the new sheet.


That is a fantastic idea. I would really like to create some kind of community standard for SR4 character data. Something simple like a tab delimited text file. It would be pretty easy to setup on the sheet.. just make a sheet that linked to each attribute, then create a quick script for exporting that page as a tab delimited text file.

QUOTE
What is bothering me are the short intervals between your updates biggrin.gif i made 4 characters the last 6 Days and everyone uses another version

I would space out updates more, but these updates are less about adding content and more about fixing major bugs. Whenever I see a big problem (such as manuevers not subtracting from your BP or Karma) its something I feel I need to fix right away.


QUOTE
At least now i can create my wolf shifter. thank you very much *grin*

Careful, shifter attributes are still buggy and will be updated soon.
DamienKnight
QUOTE (Kairo @ Sep 24 2008, 10:14 AM) *
This looks really great. It's too bad I didn't know you were working on this or else we could have combined forces to work together on it. Something I noticed that you're missing is the Weapon Focus option in the Magic Worksheet. Also, if you have an item over the availability limit of 12, it should check to see if you have Restricted Gear before turning the cell yellow with red text.


Weapon foci were in the datasheet, but i had not expanded the range of the Name object used to define the list. Corrected in version beta 4.

I purposefully did not reflect the Restricted gear in the highlighting. Restricted gear only allows one item of availability 20, so its helpful to have all items of illegal availability highlighted so you can make sure there is not more than one. Other qualities (connected) are reflected in the availability highlighting.

QUOTE
You're welcome to use anything I input into the Collaborative Excel Project: Such as Mentor Spirits, Paths, the Lifestyles worksheet, etc.

Great idea! Look for mentor spirits, lifestyles and Paths in the next version.

I have two spots for lifestyle right now... one in the Gear page for simple lifestyle purchasing, and then a separate page for advanced lifestyle rules, taken straight from the collaborative effort.

Thanks alot Kairo, I was really not looking forward to figuring out that stuff on my own, but I know people were lusting for it.
DamienKnight
QUOTE (SCARed @ Sep 30 2008, 02:21 AM) *
i stumbled upon a bug concerning cyberlimbs:
when using the customized limb option (e.g. for orks and the like), the Augmentation says, that each rating adds one to the availability. this is not calculated in the sheet.

QUOTE
Also the 2*carisma should be raised to 4*charisma for karma gen to have the same affect mathematically as each contact point now costs 2 karma not 1 BP.


Noted and corrected in version beta 4.
Dumori
are free spirts coming on in beta 4. Also some thing nice would be the ability to innate on the sheet. As other wise it gets messy with all the reworkings of maths and cell so to get core parts to work. also a nice easy addition would be to set the starting karma or BP, can be easily done with 2 cells to input in to but not a number in the formula. Also the 2*carisma should be raised to 4*charisma for karma gen to have the same affect mathematically as each contact point now costs 2 karma not 1 BP.
DamienKnight
QUOTE (Rad @ Sep 30 2008, 07:07 AM) *
The Custom Weapons tab doesn't support the customizing of all weapons. You can't customize a melee weapon or laser gun except by choosing from the "weapon bases" list, which is incomplete. (No custom katanas/monoswords or Redline laser pistols, for example, since there's only the basic sword and a laser that doesn't appear in the books.) The Underbarrel Weapon mod does not support choosing your underbarrel weapon. (Needed to figure cost, as well as ammo for nonstandard underbarrel weapons)

Also, both the weapon and armor lists include items that I haven't seen in any of the published books, such as a laser costing 10,000 nuyen.gif that does 7P and holds 10 shots (possibly a mis-pricing of the MP Laser 3 rifle), and several medieval armor entries under the heading "Victory Classic". Padded Leather is in Arsenal, but the closest thing to Chainmail is "Chain Shirt" which has 1 point more impact protection and costs 100 nuyen.gif less, other entries (as well as the victory classic label itself) do not appear from what I could find--are these from an older version?

The customization available in Arsenal is geared towards ranged weapons. Feel free to create a community driven list of melee weapon mods and setup a sheet for it. If it is good I will include it in my version of the character generator.

The underbarrel weapon mod purchase necessitates that you purchase the underbarrel weapon, which can be done in the gear sheet (launch weapons: Underbarrel Grenade Launcher). I did not see the need to put this functionality into the sheet twice.

I renamed the Laser Weapon to Laser Rifle. It is a weapon base and 10k is a fair price for it.

I got bored and did not finish entering in every weapon in the books, though I came close. If you could finish the list (enter all data in the Gear_Data sheet) and send it to me, I will include it.

I like medieval armor, and I had a runner that wanted to wear it. The 'Victory Classic' line was made up by me and is my take on how that type of armor would be represented in SR rules. The costs are representative of purchasing a replication of ancient armor, and prices are fairly realistic in my opinion. I am open to suggestions.

Oh, and chainmail armor should not provide 7 impact, and a chain shirt definately should not. 6 is plenty for non-magical steel chainlink armor. Perhaps if you laced it with titatium or dikoted it...
DamienKnight
Version Beta 4 is now Available

-Added Advanaced Lifestyles, Traditions and Adept Paths from Kairo.

-Added Drakes and Initiation, fixed Shifters attributes

-Fixed various bugs pointed out by the helpful community. Thanks!
GreyBrother
Mediafire tells me that the file is invalid
DamienKnight
There was a problem with the file, and while I was reuplolading it Mediafire went offline. I got it fixed so the link should work now.

Fixed issue with negative qualities incorrectly displaying on Charsheet and skill group bonuses not applying to overall costs.
Mishra
Hi there,
and first of all I want to thank you for a great Charactergenerator! =)
On second, I wanted to ask whether that's just me or if I presume correctly, that there's still some bug with karmacostcalculation concerning the attributes of metahumans?
I didn't try it out on detail with every possible race so far, but only with the Elf - and the karmacost total after choosing my attributes is the karmacost for increasing the attributes to their final value PLUS the karmacost for increasing the attributs from 1 to their racial minimum (so the Elf's attributes cost an additional amount of 6(Agility 2)+15(Charisma 3)=21 karmapoints).
I think, that should not be intended, should it? o.o'
Or is it just my fault?^^'
Best regards
Mishra

Update: Checked it out, it's the same thing with each and every race.
Marduc
In the Negative qualities list, the quality Lost loved one of runners companion p105 is lacking.
Heads up one the chargenerator.
GreyBrother
Somethings wrong with the Vehicles Tab, there is a large gap
DamienKnight
QUOTE (Mishra @ Oct 3 2008, 11:58 AM) *
total after choosing my attributes is the karmacost for increasing the attributes to their final value PLUS the karmacost for increasing the attributs from 1 to their racial minimum (so the Elf's attributes cost an additional amount of 6(Agility 2)+15(Charisma 3)=21 karmapoints).

You are right. I was using a calculation of (cost of raising from 0 to new attribute) - (cost of raising from 0 to build points base), and it needed to be:
(cost of raising from 0 to new attribute) - (cost of raising from 0 to build points base + racial min)
This fix will be available in version 5. Thanks for the help Mishra.

QUOTE (Marduc)
In the Negative qualities list, the quality Lost loved one of runners companion p105 is lacking.

Yes, it seems I missed several Negative qualities from page 105. Added Liar, Lost Loved One, and Mental Handicap from RC p.105. Thanks Marduc.

QUOTE (Greybrother)
Somethings wrong with the Vehicles Tab, there is a large gap

Yep. I was in the middle of revamping vehicles when I had to release a quick fix to ver. 4. This will be fixed in ver 5. For now you can simply select and move cells A57:K100 to cell to cell A9, clicking 'yes' to replace contents of the destination. Sorry about that, it was absentminded of me.
Thanks for pointing that out Greybrother.

I have also found issues with the Skill Group Expand BP/Karma cells Main_Sheet Z13 and Z14. I have made a few fixes to this, and hopefully will have it totally correct in the new version. If any savvy user wants to try and help with this, Goto Format->Sheet->Unhide and unhide the 'Skill Group Savings' sheet. Ideally this will recognize when characters have all skills from a skill group and list karma/BP saved. This should also allow the player to select the group AND the indivdual skills and suggest cost savings appropriately. For example, if you chose 'Sorcery (Group)' of 4, then selected 'Spellcasing' at 5, it should suggest you are saving 16 BP or 22 Karma. This is a very complicated solution and my formulas need fixing. Any suggestions are welcomed.

Other next version features I am working on:
-When scripts are disabled, the sheet becomes operable without scripts.
-More options for race costs (according to house rules in the Charleston SR4 group)
-Vehicle Mods
-Calculated Range and Damage codes for Strength based weapons.

All those interested in helping with testing, please check out the new Initiation section of the Magic sheet. Play with it and let me know of any bugs, or of any suggestions for making it more understandable.

Thanks again to all those who have helped with testing this sheet. Together we can make this sheet bug free and turn it into a really handy tool!
GreyBrother
Found a Bug in the Lifestyles Tab. It won't count some Handicaps and Qualities.
Kairo
QUOTE (GreyBrother @ Oct 7 2008, 03:51 AM) *
Found a Bug in the Lifestyles Tab. It won't count some Handicaps and Qualities.


Everything in that tab works just fine in my worksheet, so something must have gotten lost in translating it to DamienKnight's worksheet.


*EDIT* I looked into DamienKnight's worksheet and the problem seems to be the array for Negative Qualities.
DamienKnight
QUOTE (GreyBrother @ Oct 7 2008, 04:51 AM) *
Found a Bug in the Lifestyles Tab. It won't count some Handicaps and Qualities.

Good catch. The Negative Qualities for lifestyles name had the wrong range. Fixed, and tweaked the formatting of the page a bit.
Thanks for the help GreyBrother, and thanks again for the sheet Kairo.
Kairo
No problem man. As I told Feshy when I was working with him: I'm just glad to help out.
Xerxos
Three things:
1)
in CharSheet!T7 [...]Cyber/Bio (";Cyberware_Bioware!M88;")"[...] should be Cyber/Bio (";Cyberware_Bioware!M33;")"

2) The living persona for Technomancers should be on the Technomancer sheet (like in "sr4chargenbasebeta7c_living_persona" on Drop.io)

3) armor modifications list incomplete
(error in Armor_Mod_List? it's =Gear_Data!$BC213:$BC32 should probably be =Gear_Data!$BC213:$BC3)

EDIT: 4) Oh, and Synaptic Booster don't cost as much essence as they should for rating 2-3
Bobson
Choosing an armor on the Armor grid with availability R causes errors, because 16R isn't a valid number for the MAX() function ($Gear!$J22).


Also, it looks like the Mystic Armor adept power doesn't factor into base damage resistance. I think it probably should, since it's generally on.
DamienKnight
QUOTE (Xerxos @ Oct 9 2008, 09:54 AM) *
Three things:
1)
in CharSheet!T7 [...]Cyber/Bio (";Cyberware_Bioware!M88;")"[...] should be Cyber/Bio (";Cyberware_Bioware!M33;")"

2) The living persona for Technomancers should be on the Technomancer sheet (like in "sr4chargenbasebeta7c_living_persona" on Drop.io)

3) armor modifications list incomplete
(error in Armor_Mod_List? it's =Gear_Data!$BC213:$BC32 should probably be =Gear_Data!$BC213:$BC3)

EDIT: 4) Oh, and Synaptic Booster don't cost as much essence as they should for rating 2-3

Good catches. All fixed and Living persona on Technomancer page added. Thanks for the specific cell locations and formula changes, that made it really easy!
Bobson
I think Initiation isn't adjusting the magic rating limit appropriately. I tried to fix, but it threw off the BP costs. :/
Cabral
DamienKnight, is it possible that you could use fewer macros? (Maybe you are already working on this) I began stripping them out because they don't work outside of Excel. I haven't found a good way to convert them yet.

I got a fair chunk into replacing macros and variable references with standard function calls and lookups in version 3 when you released version 4 so I'm trying to wait for a more "final" release before digging in again.

As an example, I replaced the checkboxes with dropdown lists (done through data validation).

You can't really do a dice roller without macros, but that doesn't mean the spreadsheet needs to be dependent on them for its basic functionality.
If this sounds like something you'd be interested in trying, I'd be happy to help.

It's not that I particularly dislike macros (I use them heavily at work), I just use OpenOffice at home partially so I don't need to pay Microsoft and partially because it installs on my U3 USB Drive. biggrin.gif
Yassum
Hi, great work !


I noticed some little errors
1 in Main_sheet:
Z12 should be =SOMME(Z2:Z6)+SOMME(Z8:Z10)+SI(Karma_Build_System;Z7;SI((Z7+AA7)>0;2*(Z7+AA7);0))+SI(Free_Contacts_House_Rule;SI((Z11+AA11)>0;Z11+AA11;0);Z11)-SI(Karma_Build_System; Z14; Z13)
1 in the cyberpart :
E11 should be =SI(ESTERREUR(EQUIV("Cyberware Compatability (au)";Main_Sheet!$V$33:$V$46;0)); FAUX; VRAI)
It also seems that AJ12 isn't working well when Karma system is selected

Thanks again
Ryu
QUOTE (DamienKnight @ Oct 6 2008, 06:27 PM) *
I have also found issues with the Skill Group Expand BP/Karma cells Main_Sheet Z13 and Z14. I have made a few fixes to this, and hopefully will have it totally correct in the new version. If any savvy user wants to try and help with this, Goto Format->Sheet->Unhide and unhide the 'Skill Group Savings' sheet. Ideally this will recognize when characters have all skills from a skill group and list karma/BP saved. This should also allow the player to select the group AND the indivdual skills and suggest cost savings appropriately. For example, if you chose 'Sorcery (Group)' of 4, then selected 'Spellcasing' at 5, it should suggest you are saving 16 BP or 22 Karma. This is a very complicated solution and my formulas need fixing. Any suggestions are welcomed.


Since you have already invested a ton of energy into making this better, I´ll go ahead and suggest a very extensive change if I may.

Have a separate skill sheet, with all active skills, and a column for "group disbanded at".

The disbanded field can be highlighted once one of the separate skills is higher than its non-zero skillgroup. Once you´ve safely tucked away the info, calculation gets a bit easier.

The group name can be highlighted once the groups next level costs less than the cost for having increased the individual skills: =Sum(if("skill ratings"-group rating>0;1;0)) as a matrix formula(Ctrl+Shift+Enter, you break it if you change it and forget), greater than 2 = highlight. How large is the saving of another group level? (Same Formula-2.5)*(current group rating +1) * 2.
DamienKnight
QUOTE (Bobson @ Oct 10 2008, 11:55 AM) *
Choosing an armor on the Armor grid with availability R causes errors, because 16R isn't a valid number for the MAX() function ($Gear!$J22).


Also, it looks like the Mystic Armor adept power doesn't factor into base damage resistance. I think it probably should, since it's generally on.


Good point. I have left out Availability types on this sheet elsewhere, so I removed them out of armor mods. If you already have the item, the availability type is irrelevant... availability ratings are there to point out Disallowed availability on new characters.

Damage resistance is listed as ' + Armor' indicating that you have to calculate armor based on what they are currently wearing. Since mystic armor is a type of armor, and is already listed at its rating in the adept powers area, I see no need to use up one of the armor spots putting mystic armor on the sheet twice. I am not going to automatically calculate armor values at any point since armor varies depending on what characters are wearing. Also, i cannot add Mystic armor to damage resistance because it is armor, not DR, so it functions differently.

QUOTE (Cabral)
DamienKnight, is it possible that you could use fewer macros?

Version 5 is a little more Non-Macro friendly. Basically the checkbox switches T/F cells are revealed now, so players can manually change them. If macros are enabled, the checkboxes are moved on top of the T/F cells to hide/replace them. Also, all non-data sheets are set to visible now, and are only hidden after macros are enabled, and if macros are on, all non-data sheets are revealed as the sheet is closed.

Just to clarify, nothing on the sheet 'depends' on macros. Hiding/revealing sheets is automated by macros. T/F cells are triggered by check boxes. Dice rollers are a neat tool, but unecessary for use in the sheet. Simply choose 'disable macros' in version 5 and the sheet should work fine.

QUOTE (Yassum)
I noticed some little errors
1 in Main_sheet:Z12
...
1 in the cyberpart : E11

I am not sure what you are going for with Z12 in the Main sheet, your syntax is different than mine. I have made changes to this with ver5 though, so hopefully it will fix your issue.

I saw i had the Quality misnamed in the Cyberpart T/F cell. Fixed it.

QUOTE (Ryu)
I´ll go ahead and suggest a very extensive change if I may.

Perhaps I am groggy from lack of sleep, but I am not really grasping what you are suggesting here. Perhaps you could create a simple example spreadsheet to demonstrate?

As far as I can figure, the only way to break skill groups up automatically while keeping them in the same place on the Main_Sheet is with a script. It is doable, and I have a plan for it, but since most users cannot use scripts I am putting this at a low priority. I do not want to make a new page for skills. I think players should be able to spend most of their starting BP on one page, it makes balancing things out alot easier.

And with that, I believe I am ready to release v.5
Ryu
I would create a separate set for skills - no great magic there, just a bit more of comfortable space. The Main_Sheet is pretty filled right now, I would not put even more data there.

Then you could have a complete skill list that can take direct user input.
DamienKnight
Version Beta 5c

Features:

- Fixed Karma cost problems
- Fixed Skill Group recommendation sheet
- Fixed various other errors in formulas
- Added Vehicle Mods to Vehicles page
- Hid Form tools, Added Open/Close scripts to show/hide them. Moved booleans to a more visible area, effectively making the sheet easier to use when scripting is disabled.
- Added Immersion and living persona attributes on Technomancer Page
edit
- Fixed knowledge skills/spec cost
- Fixed maximum Magic/Resonance based on Initation/Immersion Grade
- Fixed Essence loss affecting magic, added automatic 1 point essence loss for infected
Yassum
What I meant is, in Z12 your formula for the cost of knowledge skills works well in the normal system. But it adds twice the normal cost of those skills if you use the karma system, that's why I added another SI(Karma_Build_System...) in my formula for Z12.

The other error was indeed the misnamed quality.
DamienKnight
QUOTE (Yassum @ Oct 15 2008, 03:35 AM) *
What I meant is, in Z12 your formula for the cost of knowledge skills works well in the normal system. But it adds twice the normal cost of those skills if you use the karma system, that's why I added another SI(Karma_Build_System...) in my formula for Z12.

The other error was indeed the misnamed quality.

Does the knowledge skill point cost look right to you in version 5?
Yassum
Nope, it still doubles the cost of knowledge skills, even in version 5 their cost is on par with those of active skills.
(It works well in the build point system, it's just a bug while using the karma build system)

Also while in karma build system, it seems the specialisation of active skills is free instead of costing 2 karma points.
Ryu
Main_Sheet Z6 needs to be =IF(Karma_Build_System; SUM(AO18:AP46); SUM(AM18:AN46;AV18:AV23;AV25:AV30)), then active skill specs are added under the karma system.

The knowledge skill karma costs need to reference your "Complete Karma Table" Column1, not Column2.
DamienKnight
Ok, I found the problem. I was thinking knowledge skills were correct because they were correctly displayed in Z7 (using column 2 of the karma table, which is correct, because column 1 is the index column).

The problem was where they were being added to the total, which first adds your free knowledge points (0 in karma system) then multiplies by 2. It now only does that with the BP system, and in the karma system simply adds the number from Z7 to the final cost.

Also, I confirmed that the karma paid specializations of knowledge skills were not being added in. Using a COUNTA function I added these costs in.

Here is a link to version Beta5c, which fixes knowledge skills.
Bobson
QUOTE (Bobson @ Oct 10 2008, 03:12 PM) *
I think Initiation isn't adjusting the magic rating limit appropriately. I tried to fix, but it threw off the BP costs. :/


I figured out how to fix this.
Main_Sheet, cell P11: =IF(L11="",0,6+AM11+Magic!R34)
Main_Sheet, cell AN11: =IF(M11>0,(M11-1)*10+IF(M11=P11-Magic!R34,15),0)

Probably need to do something similar for Technomancer immersion, but I haven't looked at that.
DamienKnight
Sorry Bobson, I did not notice your first post. You are correct, Initate_Grade and Immersion_Grade are not being calculated into the maximum magic attribute.

I labeled your initiate grade (determined on magic page) as Initiate_Grade, and did the same with Immersion_Grade on the Technomancer page. I then updated the formula on Main_Sheet to add in Initiate_Grade if you are a Magic Type character, or add in Immersion grade if you are a technomancer type.

Here is Beta5c
Bobson
QUOTE (DamienKnight @ Oct 16 2008, 02:52 PM) *
Sorry Bobson, I did not notice your first post. You are correct, Initate_Grade and Immersion_Grade are not being calculated into the maximum magic attribute.

I labeled your initiate grade (determined on magic page) as Initiate_Grade, and did the same with Immersion_Grade on the Technomancer page. I then updated the formula on Main_Sheet to add in Initiate_Grade if you are a Magic Type character, or add in Immersion grade if you are a technomancer type.

Here is Beta5b

You missed the change to AN11 - without that, once you initiate/immerse you get back the 25BP penalty for maxing a stat at chargen.

Thank you for all the time and effort! It's great to have a charsheet that's improving so quickly.
DamienKnight
QUOTE (Bobson @ Oct 16 2008, 02:13 PM) *
You missed the change to AN11 - without that, once you initiate/immerse you get back the 25BP penalty for maxing a stat at chargen.

Thank you for all the time and effort! It's great to have a charsheet that's improving so quickly.


Good point Bobson.

Something else I realized while working on this... Essence loss does not effect magic on the sheet, and infected are not suffering from their 1 point of automatic essence loss!

Initiation and Essence loss are now correctly calculated as of 5c, which you can get here.
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