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Bren_Waynero

Excel Character Builder

192 posts in this topic

First, love the spreadsheet, but also feel the pain about the OpenOffice incompatibility.

 

But I do have one request (not quite a bug). For the Feral Strength talent, it should add your Feral Strength rank to all Melee and Brawl damage numbers for your listed weapons. This could be added directly to the Damage component of all Melee and Brawl weapons, or more generally, anytime there is a Talent that modifies a weapon's stats, perhaps there could be a note in the block listing for that weapon on Page 1 of the char sheet.

 

Second, Trandoshans get Claw attacks - is there a way to detect this and add the relevant weapon to the char's sheet? Short of creating a Claw weapon directly, that is.

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I have OpenOffice. Unfortunately it doesn't seem to open in OpenOffice.

 

 

There's probably a fair bit of Visual Basic in the sheet that would make it hard/improbable to open the file in OpenOffice and expect it to work as is.

 

Thanks for the responses, gang. Kal, you're probably right there. Does anyone know of a free program that would allow me to use this? I switched over to OO rather than MS Office many moons ago.

 

Sketchpad, DylanRPG, & Kallabecca - Good Question and responses... I grabbed a copy of open office as well to see if it would work, and I had no luck.  I don't know if there is anything I can do to help make it work.  Unfortunately, with limited time availability, trying to figure it out won't be a priority.  Sorry.

 

Bren, no reason to be sorry. :) Thanks for checking though. :)

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Okay, so this sheet is awesome! And I got it working on OO to boot! ;) After running it through a excel converter, I'm able to open it in OO but lose a bit of the functionality. Bren, would you be up to try an experiment? Is there a way to save it as a xls file instead of a xlsx?

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Any way to add a picture for my character? I am guessing no :) and....

 

page 3 of the character sheet is always blank for me... should this be populating with my talents?

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Answered my own question... unprotect the sheet -> add pic :/

 

Still not sure if Char Sheet pg3 should work or not though....

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Bren a bug or not noticed when you take a tallent in the forcs exile tree it dosent make perception and vigilancs career skill on the skills page.

In the Force Exile talent tree, 'Insight' now makes Perception and Discipline career skills.  The builder adds them under the spec skills list rather than the career list, I kept them separate to make it easier to control which set you get four from, and which set you get two from at creation.  Remember, after creation, the benefit of additional career skills is cheaper XP costs for ranks, you don't get any free ranks with new skills.  Once you take 'Insight', the spec list should light up the two skills (indicating they are now career/spec skills) and the cost to purchase ranks should be reduced to the proper amount.  Also... the problem still exists where if you gain a new career skill for a skill that you had already ranks purchased in, you end up getting a 'refund' in XP based on the new cost.  RAW do not allow that, so to be fair you would need to do a negative XP reward to correct it.  The complexity to formulate a way to take into account all the possible options for when skills become 'career' skills is beyond my abilities at this time.

 

Just grabbed the new file.  Looking really good.  Very impressed with what you have done so far.  I really like that once more experience is added the Attribute modifier section is no longer editable.

 

Couple suggestions:

1) Add a version number to the Intro tab

2) This might be a preference for me, but it would be easier to find things if the Misc Gear list was sorted.

3) When an item is added to the Misc Gear list the drop downs for Carried and Looted should become white instead of orange?

4) With a mechanic trait tinkerer we should get a hard point list for an item with no hard points natively, ie padded armor.  Maybe the answer is we need to go manually find and change the entry for that item?  This would also allow us to 'mess' with and customize weapons / armor more than could really be accounted for easily by a premade form.

Excellent ideas.

1)  Done.  Will be included in next update.

2)  Done.  Gear, armor, and attachments will appear alphabetically.  I have a question regarding weapons... should they all be listed alphabetically?   Or should I break them down by skill then alphabetize them... so that brawl shows first, followed by melee, then Ranged (light), Ranged (heavy), and lastly Gunnery?  Should thrown weapons be a category by themselves rather than a part of ranged (light)?  Thoughts and opinions anyone?

3)  I have it set so that those options don't appear until a quantity is filled in.  Without a quantity the items won't appear on the sheets.  My thinking is once you have it, you can then choose the carried/looted options.  If enough people would prefer they all light up together, I can work on that change.

4)  It will take a bit of work, but I should be able to add a 'Tinkerer' option to the Weapons & Armor tab that appears as ranks of 'Tinkerer' are taken.  I will add it to the list of things to do. 

 

I have not tried this yet but a player told me, "It won't let me pick my second set if specialized skills, and doesn't calculate for armored cloth."

As I mentioned above, RAW only allow free skills for your initial career and specialization.  The builder will not allow you to add any extra free skills.  The advantage of new skills from additional specializations is that skills cost less XP to buy.  Regarding armored cloth... it should correctly add to Soak, but I now see that none of the armors that grant a defense bonus actually calculate that into the sheets.  I will get to work on that one soon. 

 

First, love the spreadsheet, but also feel the pain about the OpenOffice incompatibility.

 

But I do have one request (not quite a bug). For the Feral Strength talent, it should add your Feral Strength rank to all Melee and Brawl damage numbers for your listed weapons. This could be added directly to the Damage component of all Melee and Brawl weapons, or more generally, anytime there is a Talent that modifies a weapon's stats, perhaps there could be a note in the block listing for that weapon on Page 1 of the char sheet.

 

Second, Trandoshans get Claw attacks - is there a way to detect this and add the relevant weapon to the char's sheet? Short of creating a Claw weapon directly, that is.

First - I like the idea of adding the Feral Strength into the damage automatically, however... as I read it, it only allows the additional damage to one hit per successful attack.  So if a player happened to be using two melee/brawl weapons to attack, and succeeded, they would then have to subtract the Feral Strength bonus from the second weapon's damage.  Right?  I could use some clarification with my interpretation if anyone has some advice.  In the meantime, I will look into putting a notation in the weapon blocks somewhere for those who have the talents.

Second - Good idea.  I think I could add 'Claw(s)' as a weapon using the notes under Trandoshans as my guide.  I would then set it up with a free cost.  As a player, you would need to 'buy' the weapon still to get it on the sheet.  The trick for me will be setting it up so that not any race can get them for free.  But I think it can be done.    Added to the list.

 

Okay, so this sheet is awesome! And I got it working on OO to boot! ;) After running it through a excel converter, I'm able to open it in OO but lose a bit of the functionality. Bren, would you be up to try an experiment? Is there a way to save it as a xls file instead of a xlsx?

I believe I could do that.  I will try... wait... "Try not.  Do.  Or do not.  There is no try"  I will do it soon.   If it works, I will add it into my signature for those who want to access it.

 

Any way to add a picture for my character? I am guessing no :) and....

 

page 3 of the character sheet is always blank for me... should this be populating with my talents?

Yes... and you already found it.  The problem I had when adding my own pictures was size/scale.  Some of the pics I had wouldn't fit nicely in the box.  So I just sized them as best I could.

Page 3 should start to populate with talents/abilities after the space on page 2 fills up.  Starting out with only a few talents, you shouldn't need page 3 unless you have gone into the Force powers.  As you gain XP and add additional talents, eventually they will start showing up on page 3.  As an additional note on talent listings, they won't always appear in the order you chose them, nor will they sort alphabetically.  Since I avoided using macros, I came up with an overly complicated method of sorting talents that would also track how many times a ranked talent was taken.  As a result, they end up in an unpredictable order.

 

 

So... it looks like I have some work to do.  Be back eventually.

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Well, a quick note... At this time, it appears that I am unable to save it as an xls file that keeps all data intact.  I have too much data outside the specified acceptable areas.  I'm pretty sure I know which page is the problem.  The one where I built my talent sorting and counting list.  I will see if I can adjust it eventually to make it work.  But for now it looks like a 'Do not' for me.  :(

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I'm having troulbe setting career and spec skills at creation.  we are supposed to get 4 career skills and 2 spec skills, but the spreadsheet only allows me to pick 3/1

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So for some reason the "let you see more advanced excel file types" patch from Microsoft isn't working for me and my copy of Office 2003. Is there a way you can save it as an older version, or are the computations inherent to Modern Excel?

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So for some reason the "let you see more advanced excel file types" patch from Microsoft isn't working for me and my copy of Office 2003. Is there a way you can save it as an older version, or are the computations inherent to Modern Excel?

Is your version of Office up to date on its patches? i.e. do you have all the service packs? Same thing with Windows itself?

 

http://www.microsoft.com/en-us/download/details.aspx?id=3

 

Supported Operating System

Windows 2000 Service Pack 4, Windows Server 2003, Windows Vista, Windows Vista Service Pack 1, Windows XP Service Pack 1, Windows XP Service Pack 2, Windows XP Service Pack 3

 

Windows 7;Windows Server 2008

 

Recommended Microsoft Office programs:

Microsoft Office Word 2003 with at least Service Pack 3, Microsoft Office Excel 2003 with at least Service Pack 3, and Microsoft Office PowerPoint 2003 with at least Service Pack 3

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I've got ahead and made the plunge into Microsoft Office, and I must say I had a blast making a character with this. Thank you so much!

Edited by DylanRPG

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Just grabbed the new file.  Looking really good.  Very impressed with what you have done so far.  I really like that once more experience is added the Attribute modifier section is no longer editable.

 

Couple suggestions:

1) Add a version number to the Intro tab

2) This might be a preference for me, but it would be easier to find things if the Misc Gear list was sorted.

3) When an item is added to the Misc Gear list the drop downs for Carried and Looted should become white instead of orange?

4) With a mechanic trait tinkerer we should get a hard point list for an item with no hard points natively, ie padded armor.  Maybe the answer is we need to go manually find and change the entry for that item?  This would also allow us to 'mess' with and customize weapons / armor more than could really be accounted for easily by a premade form.

Excellent ideas.

1)  Done.  Will be included in next update.

2)  Done.  Gear, armor, and attachments will appear alphabetically.  I have a question regarding weapons... should they all be listed alphabetically?   Or should I break them down by skill then alphabetize them... so that brawl shows first, followed by melee, then Ranged (light), Ranged (heavy), and lastly Gunnery?  Should thrown weapons be a category by themselves rather than a part of ranged (light)?  Thoughts and opinions anyone?

3)  I have it set so that those options don't appear until a quantity is filled in.  Without a quantity the items won't appear on the sheets.  My thinking is once you have it, you can then choose the carried/looted options.  If enough people would prefer they all light up together, I can work on that change.

4)  It will take a bit of work, but I should be able to add a 'Tinkerer' option to the Weapons & Armor tab that appears as ranks of 'Tinkerer' are taken.  I will add it to the list of things to do. 

 

 

2) I think they should be sorted by skill category first then sorted within that category.  I think that makes the most sense. 

3) I would prefer that all three (quantity, carried, looted) all open up together at the same time.  As they are all modifiers of the item.

4) Tinkerer could just be a check box per item that enables the ability for that item.

5) Please add fist to the weapon list.  I always like to have a character rumble in a cantina without weapons once in a while.  :)    ie bar fight!

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Another thing I just ran across is that I can't seem to enter any information or details about the character obligation or motivation.  For motivation I ended up using the other section.  For Obligation I was hoping to put the details in the section under complications below Type of Obligation.

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Okay, so this sheet is awesome! And I got it working on OO to boot! ;) After running it through a excel converter, I'm able to open it in OO but lose a bit of the functionality. Bren, would you be up to try an experiment? Is there a way to save it as a xls file instead of a xlsx?

I believe I could do that.  I will try... wait... "Try not.  Do.  Or do not.  There is no try"  I will do it soon.   If it works, I will add it into my signature for those who want to access it.

 Thanks Bren. Hoping it works. :)

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So i'm not very good with excel. Is there any easy way to add equipment, money, xp and talents/skills I've purchased since my initial character creation?

Edited by huntsekker27

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New update:  SWEotE_CharSheet_v1.01.xlsx

 

New features...

 

                Removed protection from the field on Char Sheet 1 where a picture could be placed.

                Added version to top of this intro section.

                Added a block for unarmed attacks to the bottom of Char Sheet 1, this will populate with 'Fists' or 'Claws' automatically depending on species options.  Trandoshan gets claws, others use fist.  If you create a custom species, and put 'Claws' as an SA, it will have the claw option displayed.  Originally I thought of having a zero cost weapon for players to buy, but as all characters should have some form of unarmed attack, I did it this way.

                Gear is sorted alphabetically.  As is Armor and Attachments.  Weapons are sorted first by skill used, then alphabetically... although thrown weapons show up first under the Ranged (light) category.

                Carried and Looted options for gear will now appear at the same time as the quantity box appears.

                Defensive bonuses gained from equipped armor now appear on the character sheet.

                When you take a rank of the 'Tinkerer' talent, you get the option to add an HP to your weapon(s) or armor(s).  Each rank will add the option to modify an additional weapon or armor.  If you try to overuse the option, giving an HP to multiple weapons when you only have one rank, you lose the extra HP from all items you had given it to.  Also, at the present time, the builder does not fully support a fifth HP.  It will change the number to show a fifth spot, but there is no line incorporated for a fifth attachment.  However, if you have an attachment that requires 2 HP, and now have a fifth HP, you can successfully place it in the fourth HP spot.

                When you take a rank of the 'Jury Rigged' talent, you get the option to modify your weapon(s) or armor(s).  Each rank will add to the number of weapons and/or armors that can be modified.  If you overuse the options, all benefits are lost.  For armors, ranged and melee defense bonus and encumbrance relief will calculate into the sheet.  For weapons, the damage, crit, and encumbrance options calculate into the sheet.  The Special option to reduce advantage needed for a particular weapon quality doesn't calculate or show up anywhere.  I hope to get a notation in the weapon block for this, but it's not there yet.

DylanRPG likes this

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Another thing I just ran across is that I can't seem to enter any information or details about the character obligation or motivation.  For motivation I ended up using the other section.  For Obligation I was hoping to put the details in the section under complications below Type of Obligation.

     I don't have a spot set up to type in details for obligation or motivation.  For now there's just space there so you can hand write any info in there.  I can either add a spot where you could type it in earlier in the sheet, or unprotect that area on the sheet so you could type it right there.  I was thinking of adding it on the Obligation/Motivation tab, or the Character description tab.  I was also hoping to add a spot where you could type in allies and/or contacts on the description tab.

 

So i'm not very good with excel. Is there any easy way to add equipment, money, xp and talents/skills I've purchased since my initial character creation?

     On the Character Description tab... you can track XP, money, and obligation.  These can be positive or negative values as needed.  Once you add values, the rest of the spreadsheet will show the extra XP and/or credits that you can continue to spend to develop and equip your character.

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Found a major bug in the new 1.01 sheet.  Can't choose 4 career skills or 2 Spec skills.  After hitting enter on the 4th or 2nd skill this error message comes up:

 

"Your selection is either not a career skill, or you already have four career skills chosen."

 

Looks like a formula isn't adding quite right somewhere.

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That has been an issue since day one.   Usually it can be solved simply by using your mouse to click away from your entry rather than hitting enter.  I'm not sure why it does this.  If that doesn't work, then the cause is probably a 'space' entered in a line, the spreadsheet counts a space as an entry.  When you need to clear an entry, be sure to 'delete' it rather than using the space bar to overwrite it.  Hopefully that helps.

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Hi, great product!
1) I don't know if this has been covered before, could you add bonus dice to the dice pool display on Char Sheet 1. For example, as a Rodian Bounty Hunter (Assassin) with 'Stalker', there should 1 x Bonus Die per rank in Stalker for Coordination and Stealth Checks. If this was on Char Page 1 it would help a lot in remembering. 

2) Also, I would like the ability to have 20 obligation with the second lot of 10 obligation split 5/5. 

i.e. for a group of 5 players, standard 10 obligation applies. In addition to this, I have agreed with the GM to take another 10 obligation. 

5 of this extra 10 obligation will give my character the benefit of $1500 starting credits;

5 of this extra 10 obligation will give my character the benefit of an extra 10 XP.

This essentially means that I have 3 Obligations, where two of them are actually the same type. I don't think there is any limit on how many obligations you can have, just the extent on how much obligation points it takes up (i.e how serious the obligation). 

 

I note that Coordination was a specialty skill for assassins and now appears to not be. Is this right? I'm looking at the week 11 updates and people's errata posts and don't know if this was intentional in the char sheet.

 

Thanks once again.

 

Regards

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2) Also, I would like the ability to have 20 obligation with the second lot of 10 obligation split 5/5. 

i.e. for a group of 5 players, standard 10 obligation applies. In addition to this, I have agreed with the GM to take another 10 obligation. 

5 of this extra 10 obligation will give my character the benefit of $1500 starting credits;

5 of this extra 10 obligation will give my character the benefit of an extra 10 XP.

This essentially means that I have 3 Obligations, where two of them are actually the same type. I don't think there is any limit on how many obligations you can have, just the extent on how much obligation points it takes up (i.e how serious the obligation). 

 

I note that Coordination was a specialty skill for assassins and now appears to not be. Is this right? I'm looking at the week 11 updates and people's errata posts and don't know if this was intentional in the char sheet.

Regarding your Obligation suggestion, you actually can't do that.  It's spelled out in both the Beta and Core Rulebook that you only get to select an Obligation option once.  So if you took +5 Obligation to get +1000 credits, you can't then take an extra +5 Obligation to also get the +5 XP.  It's deliberately set-up as one or the other.

 

And Coordination got removed from the Assassin, to be replaced with Ranged (Heavy), allowing a PC to double-stack and start with two ranks in Ranged (Heavy) for a sharp-shooter assassin.  Also makes sense for PCs that buy into Assassin as a non-career spec, since a few of the Assassin's talents play to ranged attacks, so not having a ranged attack skill as a bonus career skill was a bit odd.

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That has been an issue since day one.   Usually it can be solved simply by using your mouse to click away from your entry rather than hitting enter.  I'm not sure why it does this.  If that doesn't work, then the cause is probably a 'space' entered in a line, the spreadsheet counts a space as an entry.  When you need to clear an entry, be sure to 'delete' it rather than using the space bar to overwrite it.  Hopefully that helps.

 

Gah!  Can't believe I forgot that.  Now with the Mod slots for the items is there a reason those drop downs are blank?

 

Also any Defense skill from armor is not showing up on the character sheet.  The defense rating on the Armor & Weapons tab shows correctly.

Edited by SteelePhoenix

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Hi Donovan, thanks for the reply. I didn't have the book in front of me and must admit, I have not had the time to memorise it. I note however, my GM agreed to splitting the Obligation. The book is a guide only and the game is intentionally set up with the purpose of players having fun, not rules lawyer-ing. I also want to note hat a recent Order 66 podcast interview with a FFG rep agreed obligation can be split if GM/players agree. It makes sense you can't take the same obligation twice, but if you were to take 3 and say make the obligations, familial, duty and oathbound, it would not be difficult to try and weave all three together? I.e. familial duty to a family run guild to which you are also oathbound. Hey, if you can have fun with it and your GM is up for it, why not? It is meant to lead to dynamic cinematic narrative rollplaying, not court room esque rules arbitration slowing the game down. In any case it was a query and I appreciate the feedback, as I was not aware if the rulebook specifically saying you can't take the same obligation twice. Must find time to read the book again, it truly is a tome and I probably have missed a lot in my first read through.

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