MacKenzieHnC Brand New Shop Inventory Generator

By MacKenzieHnC, in Star Wars: Edge of the Empire RPG

Ok cool. Let's see here...

Rarity rules start on pg. 149 of the core rule book. On pg. 150 the difficulty is listed for rarity levels 1-10. It also suggests that the table below that could be used to modify the rarity of an item based on "location and technological status of the world". Also, if the rarity is brought above 10, "the difficulty of the check remains at formidable, but the GM may upgrade the difficulty once for every rarity above 10". The number listed is added or subtracted from the original rarity. The book provides the following situations:

  • -2 for a Primary core world such as Coruscant, Duro, or Corellia
  • -1 other Core world
  • -1 World is on a primary trade lane
  • no change for a Colony or inner rim world or a "civilized" world
  • +1 for a mid-rim world or a recently settled/out of the way world
  • +2 for an outer rim world or frontier world
  • +3 for Wild Space
  • +4 for an uncivilized world

So in my mind the simplest way would be for the user to be able to modify the rarity of all items calculated, an extra slot in options or something like that. I hope that helps. :)

Done and uploaded.

Yeah, just the net successes is all. Appreciate it dude!

Done and uploaded.

So I fixed the squares. I don't know why, but every time I switch over to Mac it adds those in. They're just spaces, but I went through and replaced them with Apple brand spaces so now they work fine.

Cool. Thanks!

As for the column headers, I'm sure there is, but I'm not actually sure how to approach that problem as I'm using html for the whole thing (I've only been programming for a few months), so I'll look into, but no promises on it happening any time soon.

Fair enough.

Also, to your question about individual rolls, I don't think I understand. It already rolls for everything. Are you saying you want to limit item types or something? I feel like if I made it roll for things one at a time like that, you'd just be back where you started except now you have a compiled list in front of you.

What I was thinking is that all items would show up on the list, but you don’t know if a particular item is actually available or not, until you make the roll. And instead of doing all the rolls up-front, you do them only as you need them.

Alternatively, I can see the desire to go ahead and do all the rolls up-front, but then I’d think that you might want to save some of those shops, so that you could come back to them later. So, pre-gen a shop for Watto on Tatooine, but then pre-gen a different shop for a different merchant on a different planet or in a different city.

Also, is there a search function? For many categories, there are a large number of items that are (or might be) available, and it would be great if you had a search function so that you could look for just the one specific thing you’re looking for.

Thanks again!

Searchbar, locked column headers, and save/load shops added and uploaded.

Working on the one-at-a-time rolling for items, but that's proving tricky.

Edited by MacKenzieHnC

I hope that I'm just missing it, so you don't have yet another thing to change, but is there a way to modify how many of something a trader may have? So like a weapons dealer may only have hand blasters, and I get that I don't need to look at anything else, but the search pulls up a lot of them. Any way to get it so it only showcases 5 or 10 or 1 for example?

I hope that I'm just missing it, so you don't have yet another thing to change, but is there a way to modify how many of something a trader may have? So like a weapons dealer may only have hand blasters, and I get that I don't need to look at anything else, but the search pulls up a lot of them. Any way to get it so it only showcases 5 or 10 or 1 for example?

I don't quite follow. Are you askimg for shop specializations (like weapons, armor, or gear)? Or how manyof each item are in stock? Or do you mean an extra classification system (like handblasters, rifles, and slugthrowers)? If it's the first one, I'm working on it already; if it's the second one, I'm gonna throw that on once I'm sure everything else is done; and if it's the third one, I'm not really sure how I could implement that in a way that would make sense, since the rulebooks don't differentiate like that, though if you wanna add a column to Weapons.csv (it opens as an Excel sheet) and email it to me ([email protected]), I'll happily take a look at it and see what I can do.

EDIT: Or do you mean just limiting the total number of items a shop has, cause that's one I've bee thinking about (a lot of people ask for it), but I' really not sure how to program that yet.

Edited by MacKenzieHnC

The edit is what I meant :people. Oh, I wish I could help :(

The edit is what I meant :people. Oh, I wish I could help :(

Yeah, I'm working on it. The issue is that Gear, Weapons, Armor, and Attachments are all unrelated as far as the program's concerned, so getting the total number of items from each category to add up to some arbitrary number's actually kinda tricky. I think I've figured out a way, but I won't really get a chance to work on it til tomorrow night at the earliest, but keep checking back.

In the mean time, I just uploaded a new version that has attachments added in, as well as (what I hope will be) a much better way of handling error reporting. It will generate a popup with the error message, so if you guys are having problems, you can just send me the error text through PM or email.

Hey, so turns out I didn't update the link right. It should no take you to a drive with two folders (Latest and Latest That Works). The ones in the Latest folder are the most recent, but I don't have any feedback about whether or not they work. Those are the ones that'll be updated until I'm sure they work fir everybody.

Okay, so testing out the “Latest” version, a few things strike me.

First, it would be helpful if there was a timestamp or a version number that was incorporated into the zip file name, and the directory that gets created when you extract the zip file, so that we can make sure that we know exactly which version we have. That version number or date/time stamp should also show up at least on the main splash screen, and possibly also all the shop windows. This would help both you and us, so that both sides fully understand exactly which version is being discussed.

Second, I do greatly appreciate the search function that has appeared. I think that will be very helpful. Unfortunately, when the shop window opens up, that part of the window is not visible — the window has opened up so large that it’s offscreen at the bottom. I only noticed it because when I happened to move the mouse pointer towards the bottom of the screen, it turned into a pair of arrows to indicate that there was more of the window which I couldn’t see and that I could re-size the window so as to bring that additional portion on-screen. I would be inclined to make sure that when you open the shop window it is always no more than 90% of the height or width of the screen visible to the user, and then let them re-size from there.

Third, I noticed that when I changed the typeface for the main text in the shop window, I could no longer change the size of the font. When I canceled out of that and went back, I could change the font, before trying to change the typeface. Not sure what is going on there.

Fourth, I noticed that there are many blank rows shown after you’ve scrolled down to the bottom and gotten past the last item in the shop window. If there are no more items to display, then there shouldn’t be any more rows to be shown.

I’ll keep looking, but this is my initial findings so far. Thanks again!

First, it would be helpful if there was a timestamp or a version number that was incorporated into the zip file name, and the directory that gets created when you extract the zip file, so that we can make sure that we know exactly which version we have. That version number or date/time stamp should also show up at least on the main splash screen, and possibly also all the shop windows. This would help both you and us, so that both sides fully understand exactly which version is being discussed.

That's a really good idea, and I just implemented it in the latest version (which I'm calling 0.01, cause I have no idea how many I've released so far). The version number will be at the top of the window.

Second, I do greatly appreciate the search function that has appeared. I think that will be very helpful. Unfortunately, when the shop window opens up, that part of the window is not visible — the window has opened up so large that it’s offscreen at the bottom. I only noticed it because when I happened to move the mouse pointer towards the bottom of the screen, it turned into a pair of arrows to indicate that there was more of the window which I couldn’t see and that I could re-size the window so as to bring that additional portion on-screen. I would be inclined to make sure that when you open the shop window it is always no more than 90% of the height or width of the screen visible to the user, and then let them re-size from there.

I think I just fixed it. The window should just automatically maximize now, so it shouldn't ever be offscreen.

Third, I noticed that when I changed the typeface for the main text in the shop window, I could no longer change the size of the font. When I canceled out of that and went back, I could change the font, before trying to change the typeface. Not sure what is going on there.

I have no idea why that's happening, but I'll check into it, though today's project is gonna be getting shop specializations and sizes to work.

Fourth, I noticed that there are many blank rows shown after you’ve scrolled down to the bottom and gotten past the last item in the shop window. If there are no more items to display, then there shouldn’t be any more rows to be shown.

Yeah, that was sloppy. Fixed and uploaded.

Edited by MacKenzieHnC

Okay, so the latest version (0.01 ;) ) does seem much improved.

However, now that I changed the font size to 12 instead of 20, we seem to have lost our grid and our icons showing the advantages and successes:

Screen%20Shot%202016-07-04%20at%208.38.2

Okay, so the latest version (0.01 ;) ) does seem much improved.

However, now that I changed the font size to 12 instead of 20, we seem to have lost our grid and our icons showing the advantages and successes:

Just saw this. I don't know why that's happening, but figuring it out will be tomorrow's project. Just uploaded v0.02 which now has shop specializations.

This seems like a great tool! Unfortunately, I can't get it running. I tried both the stable version and the newest one (0.02), and I'm getting the same exception (on Debian 8 with Java 1.7.0_101):

Exception in thread "main" java.lang.UnsupportedClassVersionError: main/AppClass : Unsupported major.minor version 52.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(ClassLoader.java:803)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:449)
at java.net.URLClassLoader.access$100(URLClassLoader.java:71)
at java.net.URLClassLoader$1.run(URLClassLoader.java:361)
at java.net.URLClassLoader$1.run(URLClassLoader.java:355)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:354)
at java.lang.ClassLoader.loadClass(ClassLoader.java:425)
at java.lang.ClassLoader.loadClass(ClassLoader.java:358)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:278)
at org.eclipse.jdt.internal.jarinjarloader.JarRsrcLoader.main(JarRsrcLoader.java:56)

Maybe I'm just doing something wrong, but after downloading and extracting both versions for windows, neither of them worked. I'd click on the exe to run it and nothing would happen.

This seems like a great tool! Unfortunately, I can't get it running. I tried both the stable version and the newest one (0.02), and I'm getting the same exception (on Debian 8 with Java 1.7.0_101):

Exception in thread "main" java.lang.UnsupportedClassVersionError: main/AppClass : Unsupported major.minor version 52.0

at java.lang.ClassLoader.defineClass1(Native Method)

at java.lang.ClassLoader.defineClass(ClassLoader.java:803)

at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142)

at java.net.URLClassLoader.defineClass(URLClassLoader.java:449)

at java.net.URLClassLoader.access$100(URLClassLoader.java:71)

at java.net.URLClassLoader$1.run(URLClassLoader.java:361)

at java.net.URLClassLoader$1.run(URLClassLoader.java:355)

at java.security.AccessController.doPrivileged(Native Method)

at java.net.URLClassLoader.findClass(URLClassLoader.java:354)

at java.lang.ClassLoader.loadClass(ClassLoader.java:425)

at java.lang.ClassLoader.loadClass(ClassLoader.java:358)

at java.lang.Class.forName0(Native Method)

at java.lang.Class.forName(Class.java:278)

at org.eclipse.jdt.internal.jarinjarloader.JarRsrcLoader.main(JarRsrcLoader.java:56)

If you can update Java, do that and try again. If you can't, let me know. I might be able to give you a "compatability-ish" version. I purposefully gave it a higher Java requirement than I think it probably needs, because I can't test lower versions right now.

Maybe I'm just doing something wrong, but after downloading and extracting both versions for windows, neither of them worked. I'd click on the exe to run it and nothing would happen.

So I have no idea. Are all the files in a folder grouped together? Check the file "DUECredits Errors.txt" in the resources folder and see what it says on it.

EDIT: What OS are you running and how updated is your Java?

Edited by MacKenzieHnC

So I have no idea. Are all the files in a folder grouped together? Check the file "DUECredits Errors.txt" in the resources folder and see what it says on it.

EDIT: What OS are you running and how updated is your Java?

Ah, well now I feel stupid. Updating my Java fixed the problem. Everything seems to work now, and I'm running Windows 7.

So I have no idea. Are all the files in a folder grouped together? Check the file "DUECredits Errors.txt" in the resources folder and see what it says on it.

EDIT: What OS are you running and how updated is your Java?

Ah, well now I feel stupid. Updating my Java fixed the problem. Everything seems to work now, and I'm running Windows 7.

Thank God, I was really hoping that was the problem, cause otherwise I had NO idea. And don't feel stupid. For some reason, a lot of Windows 7 machines came out of the factory with two Java's installed, which is a really great way to make sure that Java stuff doesn't work. I'm glad that was the only problem.

I hope that I'm just missing it, so you don't have yet another thing to change, but is there a way to modify how many of something a trader may have? So like a weapons dealer may only have hand blasters, and I get that I don't need to look at anything else, but the search pulls up a lot of them. Any way to get it so it only showcases 5 or 10 or 1 for example?

Done and uploaded.

Okay, so the latest version (0.01 ;) ) does seem much improved.However, now that I changed the font size to 12 instead of 20, we seem to have lost our grid and our icons showing the advantages and successes: Screen%20Shot%202016-07-04%20at%208.38.2

I just fixed a bunch of weirdness in my code that I didn't know was there. Hopefully it'll fix the problems you've been having, but it's hard to tell as I can't seem to replicate the error.

I just fixed a bunch of weirdness in my code that I didn't know was there. Hopefully it'll fix the problems you've been having, but it's hard to tell as I can't seem to replicate the error.

Cool. I’ll give it another try. Thanks!

Okay, so using version 0.03, the first thing I noticed is that the fonts are much more reasonably sized, and I appreciate being able to limit the total number of items that might be in a shop, as well as the general type of shop. Those are all great!

However, I can’t seem to sort the lists by the amount of damage that a weapon does, or any of the other columns. I can click on the divider between columns and move that left or right, which is greatly appreciated. But when I click on the column header, nothing happens. Did I miss something?

I’ll keep digging, but this is quickly shaping up into a tool that I think will be very valuable! Thank you!

However, I can’t seem to sort the lists by the amount of damage that a weapon does, or any of the other columns. I can click on the divider between columns and move that left or right, which is greatly appreciated. But when I click on the column header, nothing happens. Did I miss something?

Yeah, that feature went away when I switched over to the new tables, and I haven't quite figured out how to reimplement it yet.

Okay, so... interesting program, and I love the possibilities, but I ran into a small (non programming related) issue. I set up a Weapons shop that was all above the board, and for some reason he had a whole bunch of lightsaber hilts. It just felt a little weird.

Luke: I need to build a lightsaber.

Yoda: See Durma the Trader you must. Go to Adarlon you will.

I just can't see a whole lot of merchants having spare lightsaber parts around. (And I know... I can just ignore those results. It just seemed kind of odd.)

Edited by Simon Retold

Okay, so... interesting program, and I love the possibilities, but I ran into a small (non programming related) issue. I set up a Weapons shop that was all above the board, and for some reason he had a whole bunch of lightsaber hilts. It just felt a little weird.

Luke: I need to build a lightsaber.

Yoda: See Durma the Trader you must. Go to Adarlon you will.

I just can't see a whole lot of merchants having spare lightsaber parts around. (And I know... I can just ignore those results. It just seemed kind of odd.)

So you know, lightsaber hilts are legal. They are classified as weapons for the purposes of the game, but the flavor text for them basically says that you aren't purchasing a hilt per se, just a collection of parts that you can use to make one.

So OP, great tool! I haven't seen a way to generate a shop for starship/vehicle attachments, however. Is that possible and I'm just missing it, or...?

Edited by crimsonedge7

Okay, so... interesting program, and I love the possibilities, but I ran into a small (non programming related) issue. I set up a Weapons shop that was all above the board, and for some reason he had a whole bunch of lightsaber hilts. It just felt a little weird.

Luke: I need to build a lightsaber.

Yoda: See Durma the Trader you must. Go to Adarlon you will.

I just can't see a whole lot of merchants having spare lightsaber parts around. (And I know... I can just ignore those results. It just seemed kind of odd.)

So you know, lightsaber hilts are legal. They are classified as weapons for the purposes of the game, but the flavor text for them basically says that you aren't purchasing a hilt per se, just a collection of parts that you can use to make one.

It's not about whether they are legal. It's about whether your average shop would have one.

snip

It's not about whether they are legal. It's about whether your average shop would have one.

Again though, it's less buying a "hilt" and more buying the associated scrap parts to make one with. The flavor text even says that other than the crystal the parts are fairly common, IIRC.

EDIT: They are rarity 5, so not everyone would have the parts, but they're not exactly rare, really.

Edited by crimsonedge7