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But the problem we're running into is how to store information, and thus can't recall it on a +sheet until we know how we're going to store it. It can do rolls based off numbers, but not by skill name yet. Having functional +sheet, +dice, and Chargen code is probably the single largest barrier to getting a MU* off the ground.ĭice are working for us to an extent. Each step/room will guide the user through the whole process of that said in Deep Shadows - Shadowrun 5th Edition MUSH - Help Wanted: There are some step-dependent things, but they're in individual categories, and I have cg metatype set up to show the list of metatypes at each priority, then how much you have to spend on special attributes. A priority A magician needs to have two rank five magical skills, and you can easily look for those (I generated a skill group listing), remove them, and then see if the rest of skills.values() adds up to the number of points available. If the numbers are all kept in a hygienic separate storage, it also wouldn't be hard to run validity checks. Each priority category is fairly self-contained with the exception of Magic/Resonance touching the others, and a few qualities (like Exceptional Attribute and Lucky). There aren't many in this system, but I'm keeping aware of them. When you do add more logic in, just be mindful that some decisions will require a prior state to be reached that, when done out of order, will hose up the character build - this is fairly straight forwardly enforced when you move a player through a series of rooms, but (forgive me, stating the obvious) you'll need to build some logic gates that key off state if you want to completely decouple the system from CG Rooms. But with Python, the logic is the easiest said in Deep Shadows - Shadowrun 5th Edition MUSH - Help Wanted: I started a Fate chargen back in the day, but faltered when the limited nature of TinyMUX wasn't amenable to the logic required. I'm leaning towards the separation, but I keep going back and forth.Īt this point, part of the reason I'm continuing is to get a finished product that I can then gut and have a nice clean skeleton with which to add other game systems. I still can't decide if magical freebie skills should be stored with the normal skills in chargen and reset with the rest of the skills, or if they should be a separate thing in chargen and only join the rest of the skills when the sheet is locked at approval. And you can see the stats on the web site, because I'm easily distracted and go off to learn Django when I could be writing code so that people can decide how magical they want to be. Because I've done RPG system data entry for MUSHes before, and it was painful, and this is a far superior way to work. I like having my view function and my logic function be next to each other, even if they're separate so that Django can call the logic function whenever I get done with this and my masochism decides that a web-based chargen looks like a fun thing to write.Īnd there's a stats system with a script that can automatically populate the stat store with data from a Google Sheet. The code has decent separation of concerns, not super-rigorous, but I always have a tough time reading hardcore MVC aficionados' code. The way I have it structured (and why I think I can safely say "halfway" when I haven't done the most logic-intensive parts) is as a set of helpfile-like pages that can also be set as room descs (to support people who like CG rooms and people who like to do it from anywhere, as well as staffers who want to whip up a statted NPC in a private room) and the code is in its own package, designed to be dropped into a game with just a few tweaks to the game's files to point at the package (maybe one day, we'll have enough packages to start an Evennia Package Manager and people can start up a game with NPM-like instructions). Well, now I'm into it and I understand a lot more about Python and I'm about halfway through coding a chargen from scratch ( code at my GitHub). When creating custom macros on a character, I can't seem to find the attribute that handles the injury modifier.I've been lurking and not making much noise since I'm a rank noob and didn't know when I started how far I would get, but I got interested in Evennia and set about learning Python and as a starter project I decided to use SR5, since it was being talked about. I'd like to make a few suggestions and/or requests (as I lack the coding skills and Mentor access to do it myself).
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I just started an SR5 campaign myself, so I'd really appreciate improvements on the sheet, as well as a roll template.