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1 year ago  ::  May 23, 2012 - 2:59PM #2251
richterbelmont10
Date Joined: Sep 26, 2008
Posts: 5,690

May 22, 2012 -- 12:35PM, Warhulk wrote:

Hey, love the sheet, but I've found something on Sagasheet 1.4 (Ilmion fixed 0.5) that I can't figure out how to fix.  For some reason Perception on the Skills sheet has a +2 modifier, which then carries over to the stat block and the character sheet.  As a quick fix I've used the Bonus tab to at a -2 modifier to off set this.  But any ideas what in the formula is doing this?




To fix it, you have to select "droid" in the Character tab. Then go to the Droid tab, and clear out (or at least remove) the improved sensor package accessory, then go back and select the species you actually want.

You can download the Sagasheet 1.4 from my signature which contains this fix and other fixes.


My Star Wars Saga Edition RPG contributions:
Download my NPC statblocks, 4e style - Many NPC's for use in your campaign. Think of it like Threats of the Galaxy 2!
Combat and Skills Summary - A quick reference tool for combat rules and skill applications
Force Power Summary - A quick reference tool for all force powers
Post your NPC and encounter requests here - and a member of the community will create it for you

Saga Edition RPG resource documents & reference tools:
Compiled files of all resource documents & reference tools - NPCs, character sheets, Dawn of Defiance, Force and lightsaber form power cards, Jedi Counseling articles, NPC statblocks, Saga Index to all feats, talents, species, weapons, etc, Star Wars articles and web enhancements
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1 year ago  ::  May 25, 2012 - 7:39PM #2252
Warhulk
Date Joined: Jun 13, 2008
Posts: 7
Thanks that worked.  Never thought to check the droid tab.
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12 months ago  ::  Jul 08, 2012 - 5:35PM #2253
Arknight
Date Joined: Aug 23, 2003
Posts: 32
Just in case this is still being looked at and worked on I have a couple of corrections to add.

1) Pulse Charger weapon upgrade - Will not work with a Bryar pistol or rifle the way it is coded. In the ModAttacks module, under the IdentifyAccessories subroutine change the existing case check for Pulse Charger to:
 
    Case Is = "Pulse charger"
            If (InStr(1, LCase(ModWeapon(x).Name), "blaster") > 0) Or (InStr(1, LCase(ModWeapon(x).Name), "bryar") > 0) Then
                ModWeapon(x).Upgrades.PulseCharger = True
                If BaseWeapon(x).Upgrades.PulseCharger = False Then Modified = True
            End If

2) Cost of tech specialist modifications are wrong. Currently the code is checking if (cost *1.1 > 1000) when it should be checking (cost * .1 > 1000). For the tech specialist ability, it's 1000 credits or 10% of the cost, whichever is more. This will probably apply to the superior Tech as well with the 20% of the cost. This is in the ModAttacks module under the ModifyWeapon subroutine.

That's all I've noticed at the moment.

Also, if add an area on the Abilities and Classes tab for Starting credits (naming it StartingCredits) the credits entry on the Equipment tab can be changed to read =StartingCredits-TotalCost. This will allow the Credits box to reflect remaing credits and accurately reflect on the Statblock/character sheet.

TC
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12 months ago  ::  Jul 17, 2012 - 10:27PM #2254
DarthBuuZ187
Date Joined: Apr 1, 2011
Posts: 6
I am trying to make a character that has the sith abomination template from JATM and I do not see the template on the saga sheet any help on this would be cool.

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12 months ago  ::  Jul 18, 2012 - 11:56AM #2255
richterbelmont10
Date Joined: Sep 26, 2008
Posts: 5,690

Jul 8, 2012 -- 5:35PM, Arknight wrote:

Just in case this is still being looked at and worked on I have a couple of corrections to add.

1) Pulse Charger weapon upgrade - Will not work with a Bryar pistol or rifle the way it is coded. In the ModAttacks module, under the IdentifyAccessories subroutine change the existing case check for Pulse Charger to:
 
    Case Is = "Pulse charger"
            If (InStr(1, LCase(ModWeapon(x).Name), "blaster") > 0) Or (InStr(1, LCase(ModWeapon(x).Name), "bryar") > 0) Then
                ModWeapon(x).Upgrades.PulseCharger = True
                If BaseWeapon(x).Upgrades.PulseCharger = False Then Modified = True
            End If

2) Cost of tech specialist modifications are wrong. Currently the code is checking if (cost *1.1 > 1000) when it should be checking (cost * .1 > 1000). For the tech specialist ability, it's 1000 credits or 10% of the cost, whichever is more. This will probably apply to the superior Tech as well with the 20% of the cost. This is in the ModAttacks module under the ModifyWeapon subroutine.

That's all I've noticed at the moment.

Also, if add an area on the Abilities and Classes tab for Starting credits (naming it StartingCredits) the credits entry on the Equipment tab can be changed to read =StartingCredits-TotalCost. This will allow the Credits box to reflect remaing credits and accurately reflect on the Statblock/character sheet.

TC


Great stuff!



Jul 17, 2012 -- 10:27PM, DarthBuuZ187 wrote:

I am trying to make a character that has the sith abomination template from JATM and I do not see the template on the saga sheet any help on this would be cool.


I can't seem to find the Sith Abomination template. You'll have to use the Bonus tab and make the changes manually:

In the Bonus tab, add the CON +4 and -2 INT and -2 WIS. Add Force Sensitivity feat. As for the CL and the Darkside Score, you'll have to change those manually.






My Star Wars Saga Edition RPG contributions:
Download my NPC statblocks, 4e style - Many NPC's for use in your campaign. Think of it like Threats of the Galaxy 2!
Combat and Skills Summary - A quick reference tool for combat rules and skill applications
Force Power Summary - A quick reference tool for all force powers
Post your NPC and encounter requests here - and a member of the community will create it for you

Saga Edition RPG resource documents & reference tools:
Compiled files of all resource documents & reference tools - NPCs, character sheets, Dawn of Defiance, Force and lightsaber form power cards, Jedi Counseling articles, NPC statblocks, Saga Index to all feats, talents, species, weapons, etc, Star Wars articles and web enhancements
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12 months ago  ::  Jul 18, 2012 - 9:31PM #2256
DarthBuuZ187
Date Joined: Apr 1, 2011
Posts: 6
Thanks richterbelmont10  for that i was looking all over for that. I think we need to get the template added to saga sheet.
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12 months ago  ::  Jul 19, 2012 - 2:08PM #2257
richterbelmont10
Date Joined: Sep 26, 2008
Posts: 5,690

Apr 9, 2012 -- 8:44AM, therion666 wrote:

Your resources are fantastic fella, love the Star Wars Character Sheet.

I do have one query, I was interested in adding some more standard medieval weapons and possibly armour into the setting but am not any good at programming in Excel so can you give me any idea's on what I need to do?


In the Weapons tab, under Category drop-down menu select "Custom" then in the Weapon drop-down menu select "Custom 1". A new tab will appear called "Custom Weapons and Armor." Fill out the custom weapon's stats. You can "export" the weapon to a file so you can "import" it later on.

Sorry for the late reply.



My Star Wars Saga Edition RPG contributions:
Download my NPC statblocks, 4e style - Many NPC's for use in your campaign. Think of it like Threats of the Galaxy 2!
Combat and Skills Summary - A quick reference tool for combat rules and skill applications
Force Power Summary - A quick reference tool for all force powers
Post your NPC and encounter requests here - and a member of the community will create it for you

Saga Edition RPG resource documents & reference tools:
Compiled files of all resource documents & reference tools - NPCs, character sheets, Dawn of Defiance, Force and lightsaber form power cards, Jedi Counseling articles, NPC statblocks, Saga Index to all feats, talents, species, weapons, etc, Star Wars articles and web enhancements
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12 months ago  ::  Jul 19, 2012 - 2:52PM #2258
richterbelmont10
Date Joined: Sep 26, 2008
Posts: 5,690




I am releasing a new version of Sagasheet. It contains some basic fixes. However, I’m not a programmer like Ilmion or Kenad Broki, therefore I was only able to make basic or partial fixes.

Here is the latest Sagasheet. It’s called Sagasheet 1.4 (Ilmion fixed 0.54):


Download latest version of Sagasheet!


Note: the latest version of Sagasheet can always be downloaded from my signature. Click on “Compiled files…”



Here are the errors that I have fixed in version “Ilmion fixed 0.54”:


Errors fixed in Sagasheet 1.4 (Ilmion fixed 0.54)


Errors fixed:


Statblock: When I select “Short Sword” in Weapons tab, it shows “double-bladed sword” in Statblock tab


Weapons: Pulse Charger weapon upgrade - Will not work with a Bryar pistol or rifle the way it is coded. In the ModAttacks module, under the IdentifyAccessories subroutine change the existing case check for Pulse Charger to:
 
            Case Is = "Pulse charger"
            If (InStr(1, LCase(ModWeapon(x).Name), "blaster") > 0) Or (InStr(1, LCase(ModWeapon(x).Name), "bryar") > 0) Then
                ModWeapon(x).Upgrades.PulseCharger = True
                If BaseWeapon(x).Upgrades.PulseCharger = False Then Modified = True
            End If


Weapons: The bow is not adding the wielder’s STR modifier to damage


Languages tab: I can’t select Felucianese, Vaagari, Sy Bisti, Paecean (Dathomiri Witch language), or Utapese from the Extra Languages drop-down menu


Species: Herglic speed should be 6sq not 4sq


Armor: Add Ubese environmental suit (S&V page 12: as Combat Jumpsuit with +2 Fort)


Weapons/Statblock: The Darter is registring as a Melee weapon. It should be a Ranged weapon


Statblock: contact stunner does not show the 2d8 stun damage, it only shows the 1d4 normal damage; same thing with stun baton and stun bayonet





 


Here is a complete list of errors that remain. They contain errors reported by others in this thread, as well as myself. They are a complete collection of old and new errors. I have entered comments and notations on the Sagasheet 1.4 (Ilmion fixed 0.54) indicating most of these errors. I put all the “Droid” errors at the end of this list since there is a huge issue with that.


New and ongoing Errors:


Error


Feats: Superior Tech cannot be chosen more than once


Feats tab: Droid Shield Mastery not available even when prerequisites met. I selected “Droid” and added an SR 20 shield generator


Feats tab: Recurring Success allows the selecting of talents but not feats. Cannot select a feat (the boxes appear, but they are greyed out and I can’t put anything in the box to select it).


Statblock tab: Statblock does not always display all of the abilities of a chosen species; for example, the Anzati’s Soup Drinking ability is not listed anywhere in the statblock.


Talents tab: When I gain a level of Force Disciple, one Force Adept talent becomes available. When I select it, the box showing available talents does not reduce from “1” to “0”. It stays at “1”, no matter how many talents I select. In other words, you can select an infinite amount of Force Adept talents with one level of Force Disciple. You never run out of Force Adept talents.


Talents tab: Droid talent “Just a scratch” does not become available even when I meet prerequisites. I tried duranium battle armor (heavy) and Durasteel battle armor (medium)


Abilities and Classes tab: when I select Shard species, the Constituion is available to be modified, but it’s not counting towards the Point Buy. In other words, I can enter CON 18, but the Point Buy will show the same number


Shards: when I select Shard species, the Use Computer bonus skill is not activating


Feats/Talents: Force Perception does not activate Unwavering Resolve


Feats/Talents: Bonded Mount (Force Adept talent) does not become available after selecting Charm Beast (Dathomiri Witch tree)


Beast: Can’t make beasts with Sagasheet 1.4. The weapons tab gives me a runtime error. (Temporary fix: use Sagasheet 1.31c to make beasts)


Equipment: Add Infragoggles (KOTOR page 150), grants low-light vision


Talents/Statblock: I select Watchful Step which allows me to use Perception modifier instead of Initiative modifier. However, in the statblock, the “Init” entry near the top of the statblock is still showing the original Intiative modifier instead of the Perception modifier. (The “Skills” section of the statblock is ok)


Armor: It would be nice for the option to Attune an armor as per the Attune Armor Jensaarai talent (+2 armor to Ref, +1 max dex)


Feat: Turn and Burn feat does not become available even when I meet the prerequisites (Droid, Dex 13, hovering locomotion)


Abilities and Classes: I have a Heuristic Processor and I select “Independent Droid” from the “Prestige Class” menu to see if I qualify for that prestige class. It says I’m missing a Heuristic Processor even though I have one.


Abilities and Classes: I select “Force Disciple” from the “Prestige Class” menu to see if I qualify for that prestige class. It says I’m missing a Force Technique. I have two of them! I have discovered that for some reason, if you have any of the first 9 Force Techniques, or any of the last 4 Force Techniques, the box does not recognize those Force Techniques as qualifying you for Force Disciple. (It’s not a big deal because you can take Force Disciple anyway, but still... )

First 9 Force Techniques:
Advanced Vital Transfer
Cure Disease
Detoxify Poison
Dominate Mind
Extended Blind
Extended Force Disarm
Extended Force Grip
Extended Force Thrust
Extended Move Object

Last 4 Force Techniques:
Improved Thought Bomb
Improved Valor
Improved Vital Transfer
Language Absorption


Statblock: Droid Systems do not display the page number when I click on “Show page numbers” checkbox


Statblock: Droid Quirks do not appear in the statblock


Weapons: The grenade launcher only gives the options to load frag, ion, and stun grenades, and the electronet. It’s missing adhesive, concussion, CryoBan, EMP, gas, radiation, and smoke grenades.


Statblock: When selecting Force Pilot talent and Starship Tactics feat, the Statblock displays “Starship Maneuvaers” and the Pilot skill modifier. However, it is showing the regular Pilot skill modifier instead of the Use the Force modifier from (Force Pilot)


Weapons: Neuronic whip deals 2d8 stun + 1d4 slashing damage; reach increases by 1sq


Weapons: Applying the Bothan template to the contact stunner does not increase the stun damage by 1 die, nor does it decrease the normal damage by 1 point.


Weapons/Statblock: Droid Smash talent does not seem to be adding the double Str bonus to one-handed weapons.


Character tab: missing Sith Abomination sentient template


Weapons: Missing Stun Bayonet (Web articles page 289)


Droid: Okay, I've come to discover that trying to create a droid character is impossible if you select “Droid” in the “character” menu. I get a “runtime error 13 type mismatch” when I do that. So forget that.

The only way you can make a droid with [Sagasheet 1.4 Ilmion fixed 0.3] is by selecting a stock droid chassis (by selecting “Droid, Labor” or “Droid, Battle” or “Droid, Astromech,” etc, in the “character” menu). Also, you can only make a medium sized droid this way. Any other size doesn’t work. It won’t apply size bonuses or penalties. If I select “large” in the “character” tab in cell D6, when I return to the “character” tab, it says “medium”. In ”droid” tab cell N4, the size says “medium” no matter what I enter in “character” tab cell D6. Manually entering "large" in the ”droid” tab cell N4 doesn't seem to do anything. In the “character” tab, cell D6 has option for size, but no matter what I enter, it will go back to “medium”.

Therefore, you have 3 options:

1) Create a medium sized droid by selecting a stock droid chassis (by selecting “Droid, Labor” or “Droid, Battle” or “Droid, Astromech,” etc, in the “character” menu). Make the size bonuses and penalties and adjustments manually.

2) I tried reverting to an older version of Sagasheet: version 1.31c. I was able to successfully create a large T1 Bulk Loader Droid. The only thing with this version of Sagasheet is that it's missing 3 books: Scavenger's Guide to Droids, Galaxy of Intrigue, and Unknown Regions. So you won't have the feats and talents from those books. But you can make a large droid. You can use the "Bonus" tab or the "Notes" tab to add extra feats and talents.

Sagasheet 1.31c: www.mediafire.com/?h8i35w7t8ss8n


Droid tab: When I select “Droid” in Character tab, the Droid Degree drop-down menu is frozen (cell D8 in “Droid” tab). It’s supposed to allow you to select 5 different degrees of droid. It’s stuck on “4th (combat, security)”


Droid tab: Intermittent error: The “Systems” drop-down menu does not always match the “System Type.” For example, if I try to change an “Appendage” in System Type and it should display things like “hand, claw, etc”. Instead it shows me the Accessories.

Partial fix: If I delete the “System Type” and then select it again, then it will display the correct “Systems” in the drop-down menu.


Droid tab: Hardened Systems is not adding any bonus to hp and damage threshold


Character tab: When I select Species “Battle Droid”, the bonus feat drop-down menu at the bottom appears (cell C34), and I can select any Weapon Proficiency and it will add it to the “feats” tab. However, if I select Weapon Proficiency (simple), it will not add Weapon Proficiency (simple) to the “Feats” tab. All the other Weapon Proficiency work fine.


Character tab: If I select any stock droid chassis (ex: “Battle Droid” ), I cannot make larger than medium droids. I try select the size from the drop-down menu (cell G8). But no matter what size I enter (ex: Huge), it goes back to Medium. If I select plain “Droid,” I am able to make larger droids. In ”Droid” tab cell N4, the size says “medium” no matter what I enter in “character” tab cell G8.


Droid tab: When Armor is selected in Droid tab, the "Max Dex" does not work (ie, it’s not limiting the Dex bonus to Ref). I think it has something to do with the “Armor” tab.








My Star Wars Saga Edition RPG contributions:
Download my NPC statblocks, 4e style - Many NPC's for use in your campaign. Think of it like Threats of the Galaxy 2!
Combat and Skills Summary - A quick reference tool for combat rules and skill applications
Force Power Summary - A quick reference tool for all force powers
Post your NPC and encounter requests here - and a member of the community will create it for you

Saga Edition RPG resource documents & reference tools:
Compiled files of all resource documents & reference tools - NPCs, character sheets, Dawn of Defiance, Force and lightsaber form power cards, Jedi Counseling articles, NPC statblocks, Saga Index to all feats, talents, species, weapons, etc, Star Wars articles and web enhancements
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10 months ago  ::  Sep 09, 2012 - 10:32AM #2259
arimore
Date Joined: May 16, 2009
Posts: 15
Request to add Kiffar as Race:

 saga-edition.com/kiffar/

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10 months ago  ::  Sep 10, 2012 - 12:31AM #2260
Derffrombelgium
Date Joined: Mar 2, 2009
Posts: 450
Kiffars are near-humans.  !?
Come and see my Star Wars Character Gallery! Please add a comment

Winner of You Build the Character #26 Bounty Hunters
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