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Thread: Fallout RPG Excel Tool for Bursts

  1. #1
    Trust The Zerg !!! zergnase is a splendid one to behold zergnase is a splendid one to behold zergnase is a splendid one to behold zergnase is a splendid one to behold zergnase is a splendid one to behold zergnase is a splendid one to behold zergnase is a splendid one to behold zergnase's Avatar
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    Fallout RPG Excel Tool for Bursts

    BIG GUN, BIG FUN !!!

    thats how it should be... but then...

    i startet recently my Fallout RPG campaign and the first two sessions were pretty good (from my point of view). one of my players doesnt like his .22 caliber five shot revolver he will be surely happy when he gets a 10mm pistol or so... but then... how will he look when they (in many many sessions away) get their first gattling gun...

    but then... rolling two times 40d100 to first check if that round hits or not and then if it is perhapse a critical or a mishappen... sounds like a game flow killer, so... i started my new excel project.
    Where are my snacks, and where the heck is my BBQ-sauce ???

  2. #2
    Trust The Zerg !!! zergnase is a splendid one to behold zergnase is a splendid one to behold zergnase is a splendid one to behold zergnase is a splendid one to behold zergnase is a splendid one to behold zergnase is a splendid one to behold zergnase is a splendid one to behold zergnase's Avatar
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    Re: Fallout RPG Excel Tool for Bursts

    so here is the first (proper) working version of the code, if you have any comments please let me know. not sure if i could use "case" here and there, i use if for determination of effect since the ranges arent the same size...

    Code:
    Sub Burst()
    'Reading in values
        BTH = Range("A3").Value 'Base to Hit
        D = Range("B3").Value   'Distance
        RoF = Range("C3").Value 'Rate of Fire
        L = Range("D3").Value   'Weapon Damage Lower Limit
        U = Range("E3").Value   'Weapon Damage Upper Limit
        cc = Range("F3").Value  'Critical Chance
        CTM = Range("G3").Value 'Critical Table Modifier
        ADP = Range("H3").Value 'Ammo percentil Modifier to Damage
        ADS = Range("I3").Value 'Ammo Static Modifier to Damage
        AR = Range("J3").Value  'Ammo Modifier to Resistance
        AAC = Range("K3").Value 'Ammo Modifier to Armor Class
        AC = Range("l3").Value  'Armor Class of the Target
        DT = Range("M3").Value  'Damage Threshold
        DR = Range("N3").Value  'Damage Resistance
    
    'Creation of variables and assignment of values
        Hits = 0   'Numbers of hits caused by the burst
        Crits = 0  'Number of Criticals
        Dmg = 0    'Damage dealed
        CKD = 0   'Chance of Knock Down
        KO = 0     'Knock Out
        ID = 0     'Instand Death"
        IA = 0     'Ignores Armor
        CB = 0     'Chance to cause Blindness
        B = 0      'Blindness
        LT = 0     'Lose Turn
        CCA = 0    'Chance Crippled Arm
        CA = 0     'Crippled Arm
        CCL = 0    'Chance Crippled Leg
        CL = 0     'Crippled Leg
        HHead = 0  'Number of shots which hit the Head
        HEyes = 0  'Number of shots which hit the Eyes
        HTorso = 0 'Number of shots which hit the Torso
        HGroin = 0 'Number of shots which hit the Groin
        HArms = 0  'Number of shots which hit the Arms
        HLegs = 0  'Number of shots which hit the Legs
        Shot = 0    'Shot fired
        Multi = 1   'Critical Hit Damage Multiplier
        RM = 1      'Damage Modifier due Armor and Weapon for internal calculations
        CHL = 0     'Critical Hit Location
        CHE = 0     'Critical Hit Effect
        CIA = False 'Current Critical Hit ignores armor
        OneM = False 'One in a Million Trait
        OneMC = True 'Critical confirmation variable for One in a Million Trait
    
    'Definition of Critical Hit allocation; Cummulated
        CHead = 11  '11% Chance to hit the Head
        CEyes = 17  '6% Chance to hit the Eyes
        CTorso = 50 '33% Chance to hit the Torso
        CGroin = 65 '15% Chance to hit the Groin
        CArms = 80  '15% Chance to hit the Arms
        CLegs = 100 '20% Chance to hit the Legs
    
    'Calculating and capping Hit Chance at 95%
        BTH = BTH - D * 4 + AAC - AC
        If BTH > 95 Then
            BTH = 95
        End If
    
    'Calculating Resistance Modifier
        RM = 1 - DR / 100 + AR
        If RM > 1 Then
            RM = 1
        End If
    
    'Check if attacker has One in a Million Trait
        If Range("o3").Value = "" Then
        Else
            OneM = True
        End If
    
    'Shot RoF times
    Do While Shot < RoF
        Shot = Shot + 1
    
        'Check is Shot hits
        If Int(100 * Rnd + 1) < (BTH + 1) Then
            Hits = Hits + 1
    
            'One in A Million Trait Test
            If OneM = True Then
                If Int(100 * Rnd + 1) < ((cc * 5) + 1) Then
                    OneMC = True
                Else
                    OneMC = False
                End If
            Else
                OneMC = True
            End If
    
            'Check if Critical Hit
            If Int(100 * Rnd + 1) < (cc + 1) And OneMC = True Then
                Crits = Crits + 1
                
                'Determine Bodypart hit by the Critical
                CHL = Int(100 * Rnd + 1)
                
                'Determine the severeness of the Critical
                CHE = Int(100 * Rnd + 1) + CTM
                
                'Determining the effect of the Critical Hit
                If CHL < (CHead + 1) Then   'Check if Critical hits the Head
                    HHead = HHead + 1
                    If CHE < 21 Then
                        Multi = 2
                    Else
                    If CHE < 46 Then
                        Multi = 2
                    Else
                    If CHE < 71 Then
                        Multi = 2.5
                        CKD = CKD + 1
                    Else
                    If CHE < 91 Then
                        Multi = 2.5
                        CKD = CKD + 1
                    Else
                    If CHE < 101 Then
                        Multi = 3
                        KO = KO + 1
                    Else    'CHL = 101+
                        Multi = 3
                        ID = ID + 1
                    End If
                    End If
                    End If
                    End If
                    End If
                Else
                If CHL < (CEyes + 1) Then   'Check if Critical hits the Eyes
                    HEyes = HEyes + 1
                    If CHE < 21 Then
                        Multi = 2
                    Else
                    If CHE < 46 Then
                        Multi = 2
                        CB = CB + 1
                        CIA = True
                    Else
                    If CHE < 71 Then
                        Multi = 3
                        CB = CB + 1
                        CIA = True
                    Else
                    If CHE < 91 Then
                        Multi = 3
                        B = B + 1
                        LT = LT + 1
                        CIA = True
                    Else
                    If CHE < 101 Then
                        Multi = 4
                        B = B + 1
                        ID = ID + 1
                        CIA = True
                    Else    'CHL = 101+
                        Multi = 4
                        ID = ID + 1
                    End If
                    End If
                    End If
                    End If
                    End If
                Else
                If CHL < (CTorso + 1) Then  'Check if Critical hits the Torso
                    HTorso = HTorso + 1
                    If CHE < 21 Then
                        Multi = 1.5
                    Else
                    If CHE < 46 Then
                        Multi = 1.5
                    Else
                    If CHE < 71 Then
                        Multi = 2
                    Else
                    If CHE < 91 Then
                        Multi = 2
                        CIA = True
                    Else
                    If CHE < 101 Then
                        Multi = 2
                        CIA = True
                    Else    'CHL = 101+
                        Multi = 3
                        ID = ID + 1
                    End If
                    End If
                    End If
                    End If
                    End If
                Else
                If CHL < (CGroin + 1) Then  'Check if Critical hits the Groin
                    HGroin = HGroin + 1
                    If CHE < 21 Then
                        Multi = 1.5
                    Else
                    If CHE < 46 Then
                        Multi = 1.5
                        CIA = True
                    Else
                    If CHE < 71 Then
                        Multi = 1.5
                        CIA = True
                    Else
                    If CHE < 91 Then
                        Multi = 2
                        CIA = True
                    Else
                    If CHE < 101 Then
                        Multi = 2
                        CIA = True
                    Else    'CHL = 101+
                        Multi = 3
                        CIA = True
                    End If
                    End If
                    End If
                    End If
                    End If
                Else
                If CHL < (CArms + 1) Then   'Check if Critical hits the Arms
                    HArms = HArms + 1
                    If CHE < 21 Then
                        Multi = 1.5
                    Else
                    If CHE < 46 Then
                        Multi = 1.5
                    Else
                    If CHE < 71 Then
                        Multi = 2
                        CCA = CCA + 1
                    Else
                    If CHE < 91 Then
                        Multi = 2
                        CCA = CCA + 1
                    Else
                    If CHE < 101 Then
                        Multi = 2
                        CA = CA + 1
                    Else    'CHL = 101+
                        Multi = 2
                        CA = CA + 1
                    End If
                    End If
                    End If
                    End If
                    End If
                Else 'Critical hits the Legs
                    HLegs = HLegs + 1
                    If CHE < 21 Then
                        Multi = 1.5
                    Else
                    If CHE < 46 Then
                        Multi = 1.5
                    Else
                    If CHE < 71 Then
                        Multi = 2
                        CCL = CCL + 1
                    Else
                    If CHE < 91 Then
                        Multi = 2
                        CCL = CCL + 1
                    Else
                    If CHE < 101 Then
                        Multi = 2
                        CL = CL + 1
                    Else    'CHL = 101+
                        Multi = 2
                        CL = CL + 1
                    End If
                    End If
                    End If
                    End If
                    End If
                End If
                End If
                End If
                End If
                End If
            End If
    
            'Calculating and accumulating Damage
            If CIA = True Then
                Dmg = Dmg + Int(Int((U - L + 1) * Rnd + L) + ADS) * Multi * (1 - ADP / 100)
            Else
                Dmg = Dmg + Int(((Int((U - L + 1) * Rnd + L) + ADS) * Multi * (1 - ADP / 100) - DT) * RM)
            End If
    
            'Clean up
            Multi = 1
            CIA = False
        End If
    Loop
    
    'Writing Results of the Burst
        Range("B8") = Hits
        Range("B9") = Crits
        Range("B10") = Dmg
        Range("B11") = CKD
        Range("B12") = KO
        Range("B13") = ID
        Range("B14") = IA
        Range("B15") = CB
        Range("B16") = B
        Range("B17") = LT
        Range("B18") = CCA
        Range("B19") = CA
        Range("B20") = CCL
        Range("B21") = CL
    End Sub
    
    Where are my snacks, and where the heck is my BBQ-sauce ???

  3. #3
    Trust The Zerg !!! zergnase is a splendid one to behold zergnase is a splendid one to behold zergnase is a splendid one to behold zergnase is a splendid one to behold zergnase is a splendid one to behold zergnase is a splendid one to behold zergnase is a splendid one to behold zergnase's Avatar
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    Re: Fallout RPG Excel Tool for Bursts

    here a much newer version of the attack code

    Code:
    Sub Burst()
    'Reading in values
        Location = Range("b1").Value         'Body Part attack by Aimed Shot, 1 = unaimed
        D = Range("d1").Value                'Distance
        ACMod = Range("e1").Value            'Misc AC-modifier
        AMDMG = Range("f1").Value            'Ammo Damage Modifier
        AMDR = Range("g1").Value             'Ammo DR Modifier
        AMAC = Range("h1").Value             'Ammo AC Modifier
        WR = Range("i1").Value               'Weapon Range
        WL = Range("j1").Value               'Weapon Damage Lower Bound
        WU = Range("k1").Value               'Weapon Damage Upper Bound
        RoF = Range("l1").Value              'Rate of Fire
        MR = Range("m1").Value               'Misrange
        CON = Range("n1").Value              'Condition
        WType = Range("o1").Value            'Weapon Type n N  Normal f F  Fire p P  Plasma e E  Electricity g G  Gas
        Skill = Range("p1").Value            'Skill
        p = Range("q1").Value                'Perception
        l = Range("r1").Value                'Luck
        CC = Range("s1").Value               'Critical Chance
        CT = Range("t1").Value               'Critical Table Roll Modification
        CMio = Range("u1").Value             'Critical One in a Million
        
        ACAC = Range("y1").Value             'Armor-AC
        Select Case (WType)
            Case "n"
                ACDT = Range("z1").Value     'Armor-DT
                ACDR = Range("aa1").Value    'Armor-DR
            Case "l"
                ACDT = Range("ab1").Value    'Armor-DT
                ACDR = Range("ac1").Value    'Armor-DR
            Case "f"
                ACDT = Range("ad1").Value    'Armor-DT
                ACDR = Range("ae1").Value    'Armor-DR
            Case "p"
                ACDT = Range("af1").Value    'Armor-DT
                ACDR = Range("ag1").Value    'Armor-DR
            Case "e"
                ACDT = Range("ah1").Value    'Armor-DT
                ACDR = Range("ai1").Value    'Armor-DR
            Case "g"
                ACDT = Range("aj1").Value    'Armor-DT
                ACDR = Range("ak1").Value    'Armor-DR
        End Select
        Debug.Print ACAC, ACDT, ACDR
        
    'Creation of variables and assignment of values
        BTH = 0     'Base to Hit
        Hits = 0    'Numbers of hits caused by the burst
        CRITS = 0   'Number of Criticals
        DMG = 0     'Damage dealed
        CKD = 0     'Chance of Knock Down
        KO = 0      'Knock Out
        ID = 0      'Instand Death"
        IA = 0      'Ignores Armor
        CB = 0      'Chance to cause Blindness
        B = 0       'Blindness
        LT = 0      'Lose Turn
        CCA = 0     'Chance Crippled Arm
        CA = 0      'Crippled Arm
        CCL = 0     'Chance Crippled Leg
        CL = 0      'Crippled Leg
        HHead = 0   'Number of shots which hit the Head
        HEyes = 0   'Number of shots which hit the Eyes
        HTorso = 0  'Number of shots which hit the Torso
        HGroin = 0  'Number of shots which hit the Groin
        HArms = 0   'Number of shots which hit the Arms
        HLegs = 0   'Number of shots which hit the Legs
        Shot = 0    'Shot fired
        Multi = 1   'Critical Hit Damage Multiplier
        RM = 1      'Damage Modifier due Armor and Weapon for internal calculations
        CHE = 0     'Critical Hit Effect
        CIA = False 'Current Critical Hit ignores armor
        CMioC = True 'Critical confirmation variable for One in a Million Trait
        RI = 0    'Range Increment
        Aimed = False 'Aimed Shot
        AMTH = 0    'Modifier to "to Hit" based on sort of attack
        AMCC = 0    'Modifier to Critical Chance based on sort of attack
    
    'Definition of Critical Hit allocation; Cummulated
        CHead = 11  '11% Chance to hit the Head
        CEyes = 17  '6% Chance to hit the Eyes
        CTorso = 50 '33% Chance to hit the Torso
        CGroin = 65 '15% Chance to hit the Groin
        CArms = 80  '15% Chance to hit the Arms
        CLegs = 100 '20% Chance to hit the Legs
    
    'Checking if Attack is Aimed
        If Location = 1 Then
            Aimed = False
        Else
            Aimed = True
        End If
        Select Case (Location)
            Case 1              'Unaimed Shot
                AMTH = 0
                AMCC = 0
            Case 2              'Aimed Shot - Head
                AMTH = -40
                AMCC = 20
            Case 3              'Aimed Shot - Eyes
                AMTH = -60
                AMCC = 30
            Case 4              'Aimed Shot - Torso
                AMTH = 0
                AMCC = 0
            Case 5              'Aimed Shot - Groin
                AMTH = -30
                AMCC = 15
            Case 6              'Aimed Shot - Arms
                AMTH = -30
                AMCC = 15
            Case 7              'Aimed Shot - Legs
                AMTH = -20
                AMCC = 10
        End Select
    
    'Calculating AC
        ACAC = ACAC + AMAC + ACMod
        If ACAC < 0 Then
            ACAC = 0
        End If
    
    'Calculating and capping Hit Chance at 95%
        RI = Int(D / (WR + p))
        BTH = Skill - RI * 10 - ACAC + AMTH
        Select Case (BTH)
        Case Is < 0
            BTH = 0
        Case Is > 95
            BTH = 95
        End Select
    
    'Calculating Critical Chance
        CC = CC + AMCC
    
    'Calculating Resistance Modifier
        ACDR = ACDR + AMDR
        If ACDR < 0 Then
            ACDR = 0
        End If
        RM = 1 - ACDR / 100
        If RM < 0.1 Then
            RM = 0.1
        End If
    
    'Calaculating Ammo Damage Modifier
        AMDMG = 1 + AMDMG / 100
    
    'Check if attacker has One in a Million Trait
        If CMio = "" Then
            CMio = False
        Else
            CMio = True
        End If
    
    'Check if Mishap accures
        MR = 91 + CON - MR
        If Int(100 * Rnd + 1) < MR Then
            Range("j26").Interior.ColorIndex = 0
            Range("j26").Value = ""
        Else                            'Check if lucky enough to not have a mishap
            l = l * 10
            If l > 95 Then
                l = 95
            End If
            If Int(100 * Rnd + 1) > l Then
                Select Case (Int(10 * Rnd + 1) + CON)
                    Case 20
                        Range("j26").Value = "Condition -1"
                    Case 19
                        Range("j26").Value = "Condition -1"
                    Case 18
                        Range("j26").Value = "Condition -1"
                    Case 17
                        Range("j26").Value = "Condition -1"
                    Case 16
                        Range("j26").Value = "Condition -1"
                    Case 15
                        Range("j26").Value = "Condition -2"
                    Case 14
                        Range("j26").Value = "Condition -2"
                    Case 13
                        Range("j26").Value = "Condition -2, Lose Ammo"
                    Case 12
                        Range("j26").Value = "Condition -2, Lose Ammo"
                    Case 11
                        Range("j26").Value = "Condition -3, Lose Ammo"
                    Case 10
                        Range("j26").Value = "Condition -3, Jam"
                    Case 9
                        Range("j26").Value = "Condition -3, Lose Ammo, Jam"
                    Case 8
                        Range("j26").Value = "Condition -3, Lose all Ammo, Jam"
                    Case 7
                        Range("j26").Value = "Condition -3, Repair needed"
                    Case 6
                        Range("j26").Value = "Condition -3, Special Destroyed or Repair needed"
                    Case 5
                        Range("j26").Value = "Weapon destroyed"
                    Case 4
                        Range("j26").Value = "Weapon and all Specials destroyed"
                    Case 3
                        Range("j26").Value = "Destruction of the Weapon causes a hit against the wielder"
                    Case 2
                        Range("j26").Value = "Destruction of the Weapon causes a critical hit against te wielder"
                End Select
            Else
                Range("j26").Value = "Better lucky then good!"
            End If
            Range("j26").Interior.ColorIndex = 8
        End If
    
    'Shot RoF times
    Do While Shot < RoF
        Shot = Shot + 1
        
        'Check is Shot hits
        If Int(100 * Rnd + 1) < (BTH + 1) Then
            Hits = Hits + 1
    
            'One in A Million Trait Test
            If CMio = True Then
                If Int(100 * Rnd + 1) < ((CC * 5) + 1) Then
                    CMioC = True
                Else
                    CMioC = False
                End If
            End If
            
            'Check if Critical Hit
            If Int(100 * Rnd + 1) < (CC + 1) And CMioC = True Then
                CRITS = CRITS + 1
                'Determine Bodypart hit by the Critical
                If Aimed = False Then
                    Location = Int(100 * Rnd + 1)
                    Select Case (Location)
                    Case Is < 11        '11% Chance to hit the Head
                        Location = 2
                    Case 11 To 17       '6% Chance to hit the Eyes
                        Location = 3
                    Case 18 To 50       '33% Chance to hit the Torso
                        Location = 4
                    Case 51 To 65       '15% Chance to hit the Groin
                        Location = 5
                    Case 66 To 80       '15% Chance to hit the Arms
                        Location = 6
                    Case 81 To 100      '20% Chance to hit the Legs
                        Location = 7
                    End Select
                End If
                
                'Determine the severeness of the Critical
                CHE = Int(100 * Rnd + 1) + CT
                
                'Determining the effect of the Critical Hit
                Select Case (Location)
                Case 2                      'Head
                    HHead = HHead + 1
                    Select Case (CHE)
                    Case Is < 46
                        Multi = 2
                    Case 46 To 90
                        Multi = 2
                        CKD = CKD + 1
                    Case 91 To 100
                        Multi = 2
                        KO = KO + 1
                    Case Is > 100
                        Multi = 2
                        ID = ID + 1
                    End Select
                Case 3                      'Eyes
                    HEyes = HEyes + 1
                    Select Case (CHE)
                    Case Is < 21
                        Multi = 2
                    Case 21 To 45
                        Multi = 2
                        CB = CB + 1
                        CIA = True
                    Case 46 To 70
                        Multi = 3
                        C = CB + 1
                        CIA = True
                    Case 71 To 90
                        Multi = 3
                        B = B + 1
                        LT = LT + 1
                        CIA = True
                    Case 91 To 100
                        Multi = 4
                        B = B + 1
                        ID = ID + 1
                        CIA = True
                    Case Is > 100
                        Multi = 4
                        ID = ID + 1
                    End Select
                Case 4                      'Torso
                    HTorso = HTorso + 1
                    Select Case (CHE)
                    Case Is < 46
                        Multi = 1.5
                    Case 46 To 70
                        Multi = 2
                    Case 71 To 100
                        Multi = 2
                        CIA = True
                    Case Is > 100
                        Multi = 3
                        ID = ID + 1
                    End Select
                Case 5                      'Groin
                    HGroin = HGroin + 1
                    Select Case (CHE)
                    Case Is < 21
                        Multi = 1.5
                    Case 21 To 70
                        Multi = 1.5
                        CIA = True
                    Case 71 To 100
                        Multi = 2
                        CIA = True
                    Case Is > 100
                        Multi = 3
                        CIA = True
                    End Select
                Case 6                      'Arms
                    HArms = HArms + 1
                    Select Case (CHE)
                    Case Is < 46
                        Multi = 1.5
                    Case 46 To 90
                        Multi = 2
                        CCA = CCA + 1
                    Case Is > 90
                        Multi = 2
                        CA = CA + 1
                    End Select
                Case 7                      'Legs
                    HLegs = HLegs + 1
                    Select Case (CHE)
                    Case Is < 46
                        Multi = 1.5
                    Case 46 To 90
                        Multi = 2
                        CCL = CCL + 1
                    Case Is > 90
                        Multi = 2
                        CL = CL + 1
                    End Select
                End Select
            End If
                    
            'Calculating and accumulating Damage
            If CIA = True Then
                TempDMG = Int((WU - WL + 1) * Rnd + WL) * Multi * AMDMG
                If TempDMG > 0 Then
                    DMG = DMG + TempDMG
                End If
            Else
                TempDMG = Int((Int((WU - WL + 1) * Rnd + WL) * Multi * AMDMG - ACDT) * RM)
                If TempDMG > 0 Then
                    DMG = DMG + TempDMG
                End If
            End If
    
            'Clean up
            Multi = 1
            CIA = False
        End If
    Loop
    
    'Writing Results
        Range("a26").Value = Hits
            If Hits <> 0 Then
                Range("a26").Interior.ColorIndex = 7
            Else
                Range("a26").Interior.ColorIndex = 2
            End If
        Range("b26").Value = DMG
            If DMG <> 0 Then
                Range("b26").Interior.ColorIndex = 7
            Else
                Range("b26").Interior.ColorIndex = 2
            End If
        Range("c26").Value = CRITS
            If CRITS <> 0 Then
                Range("c26").Interior.ColorIndex = 7
            Else
                Range("c26").Interior.ColorIndex = 2
            End If
        Range("d26").Value = HHead
            If HHead <> 0 Then
                Range("d26").Interior.ColorIndex = 7
            Else
                Range("d26").Interior.ColorIndex = 2
            End If
        Range("e26").Value = HEyes
            If HEyes <> 0 Then
                Range("e26").Interior.ColorIndex = 7
            Else
                Range("e26").Interior.ColorIndex = 2
            End If
        Range("f26").Value = HTorso
            If HTorso <> 0 Then
                Range("f26").Interior.ColorIndex = 7
            Else
                Range("f26").Interior.ColorIndex = 2
            End If
        Range("g26").Value = HGroin
            If HGroin <> 0 Then
                Range("g26").Interior.ColorIndex = 7
            Else
                Range("g26").Interior.ColorIndex = 2
            End If
        Range("h26").Value = HArms
            If HArms <> 0 Then
                Range("h26").Interior.ColorIndex = 7
            Else
                Range("h26").Interior.ColorIndex = 2
            End If
        Range("i26").Value = HLegs
            If HLegs <> 0 Then
                Range("i26").Interior.ColorIndex = 7
            Else
                Range("i26").Interior.ColorIndex = 2
            End If
        Range("c27").Value = CKD
            If CKD <> 0 Then
                Range("c27").Interior.ColorIndex = 7
            Else
                Range("c27").Interior.ColorIndex = 2
            End If
        Range("d27").Value = LT
            If LT <> 0 Then
                Range("d27").Interior.ColorIndex = 7
            Else
                Range("d27").Interior.ColorIndex = 2
            End If
        Range("e27").Value = KO
            If KO <> 0 Then
                Range("e27").Interior.ColorIndex = 7
            Else
                Range("e27").Interior.ColorIndex = 2
            End If
        Range("f27").Value = ID
            If ID <> 0 Then
                Range("f27").Interior.ColorIndex = 7
            Else
                Range("f27").Interior.ColorIndex = 2
            End If
        Range("g27").Value = CB
            If CB <> 0 Then
                Range("g27").Interior.ColorIndex = 7
            Else
                Range("g27").Interior.ColorIndex = 2
            End If
        Range("h27").Value = B
            If B <> 0 Then
                Range("h27").Interior.ColorIndex = 7
            Else
                Range("h27").Interior.ColorIndex = 2
            End If
        Range("i27").Value = CCA
            If CCA <> 0 Then
                Range("i27").Interior.ColorIndex = 7
            Else
                Range("i27").Interior.ColorIndex = 2
            End If
        Range("j27").Value = CA
            If CA <> 0 Then
                Range("j27").Interior.ColorIndex = 7
            Else
                Range("j27").Interior.ColorIndex = 2
            End If
        Range("k27").Value = CCL
            If CCL <> 0 Then
                Range("k27").Interior.ColorIndex = 7
            Else
                Range("k27").Interior.ColorIndex = 2
            End If
        Range("l27").Value = CL
            If CL <> 0 Then
                Range("l27").Interior.ColorIndex = 7
            Else
                Range("l27").Interior.ColorIndex = 2
            End If
    End Sub
    
    Where are my snacks, and where the heck is my BBQ-sauce ???

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